#1. squash and stretch
this principal is used when a character or object is falling and hitting the ground. while they are in the air the character or object gets thinner by the sides and more stretched out vertically the more fast the object or character is falling the more stretched out it gets. then when the character or object takes impact on a surface it squashes against it the surface of impact e.g a table. when it squashes the character and or object gets thinner at the top and more stretched out at the sides. as time goes on from impact the character will rise again to its original pose.
#2 anticipation
this principal is used before an action is present. an example of anticipation is a characters movements before a punch. those movements are like moving his arm back to charge up for the punch so it applies more force than without anticipation. anticipation is used in any animation. when a character is about to do an action like jumping anticipation is used when the character crouches down to then further emphasize the jump.
#3 staging
this principal is all about the setting and scene of the animation. this principal is camera precision. if a character is at the side of the screen and not really in the frame and a major role in the animation you need to have him at the middle of the screen to give the viewers a better sense of what the charterer is doing or what is going on in the animation. staging is a circuital stage of animation and always remember to stage your character right.
#4 pose to pose and straight ahead
this principal is about key frames in your animation and two different methods of animation. straight ahead is animating without any key frames and not knowing where the character ends up an example of where you would use this type of animation is when your animating fire you dont put in key frames because you dont really know what the fire is doing so you dont need to put in key frames pose to pose animation is an animation where you put in key frames where the major poses are so later you can add frames leading up to those frames so it looks more clean. an example of that animation is a character jumping something you put a frame in where he starts a frame where the middle is and a frame for the end.
#5 follow through
this principal is the physics and movement of hair and parts of clothing like a cape. this is used when a character is in motion and then stops the hair or clothing will follow through and continue to move but then spring back to its original position
#6 slow in and slow out
this principal is used when a car starts or when a person runs. at first they start out slow and then fast then slow again when needed to stop. this principal is not really a major one but i keep it in mind.
#7 arcs
this principal is used in every thing when a action is present. arcs is when a character moves in a fluent motion with circular motion. this is used when a character or for example a block of jello when it hits the ground it moves in a circular motion for when it regains position.
#8 secondary action
this principal is a principal that gives and extra feeling to the animation and without it it would feel dull. these secondary actions are little things in the animation like wiping a tear away or rubbing your hands together before an action to make it better and more realistic.
#9 Timing
This principal is used in every action whether the action is slow or fast. the timing in all animation goes like this if the animation is fast there will be fewer drawings and if the action is slow there will be more drawings. for an animation that has both slow and fast parts there would be few and lots of drawings to add dynamic effect on the animation.
#10 exaggeration
this principal can be used in everything if you want it to. exaggeration is where a character or a thing has movement that movement can always be exaggerated. say a punch if the punch looks weak you can exaggerate it to make it seem more powerful and full with force
#11 solid drawing
this principal is used for a sort of rough sketch and character model before the final animation. this rough sketch is of the shapes used into the character design usually of spheres cubes and cylinders to further emphasize the 3d shape of the character.
#12 appeal
this principal is used onto a character to give it a more appealing look to the audience. this could be making a king more proud or snobby or a fisherman more lengthy and skinny. appeal is int so much as making the character look better in the way of gorgeousness but more appealing to look at like a villain that´s more deadly rather than nice.
theese are the links to his videos.
https://www.youtube.com/watch?v=haa7n3UGyDc
https://www.youtube.com/watch?v=F8OtE60T8yU
https://www.youtube.com/watch?v=u-SXLaQGg50
https://www.youtube.com/watch?v=v8quCbt4C-c
https://www.youtube.com/watch?v=4OxphYV8W3E
https://www.youtube.com/watch?v=fQBFsTqbKhY
https://www.youtube.com/watch?v=I1_tZ9LhJD4
https://www.youtube.com/watch?v=MjBHWw1TbP4
https://www.youtube.com/watch?v=BarOk2p38LQ
https://www.youtube.com/watch?v=HfFj-VQKiAM
https://www.youtube.com/watch?v=7An0jukOkCI
https://www.youtube.com/watch?v=_SplEuWp0Yw
this principal is used before an action is present. an example of anticipation is a characters movements before a punch. those movements are like moving his arm back to charge up for the punch so it applies more force than without anticipation. anticipation is used in any animation. when a character is about to do an action like jumping anticipation is used when the character crouches down to then further emphasize the jump.
#3 staging
this principal is all about the setting and scene of the animation. this principal is camera precision. if a character is at the side of the screen and not really in the frame and a major role in the animation you need to have him at the middle of the screen to give the viewers a better sense of what the charterer is doing or what is going on in the animation. staging is a circuital stage of animation and always remember to stage your character right.
#4 pose to pose and straight ahead
this principal is about key frames in your animation and two different methods of animation. straight ahead is animating without any key frames and not knowing where the character ends up an example of where you would use this type of animation is when your animating fire you dont put in key frames because you dont really know what the fire is doing so you dont need to put in key frames pose to pose animation is an animation where you put in key frames where the major poses are so later you can add frames leading up to those frames so it looks more clean. an example of that animation is a character jumping something you put a frame in where he starts a frame where the middle is and a frame for the end.
#5 follow through
this principal is the physics and movement of hair and parts of clothing like a cape. this is used when a character is in motion and then stops the hair or clothing will follow through and continue to move but then spring back to its original position
#6 slow in and slow out
this principal is used when a car starts or when a person runs. at first they start out slow and then fast then slow again when needed to stop. this principal is not really a major one but i keep it in mind.
#7 arcs
this principal is used in every thing when a action is present. arcs is when a character moves in a fluent motion with circular motion. this is used when a character or for example a block of jello when it hits the ground it moves in a circular motion for when it regains position.
#8 secondary action
this principal is a principal that gives and extra feeling to the animation and without it it would feel dull. these secondary actions are little things in the animation like wiping a tear away or rubbing your hands together before an action to make it better and more realistic.
#9 Timing
This principal is used in every action whether the action is slow or fast. the timing in all animation goes like this if the animation is fast there will be fewer drawings and if the action is slow there will be more drawings. for an animation that has both slow and fast parts there would be few and lots of drawings to add dynamic effect on the animation.
#10 exaggeration
this principal can be used in everything if you want it to. exaggeration is where a character or a thing has movement that movement can always be exaggerated. say a punch if the punch looks weak you can exaggerate it to make it seem more powerful and full with force
#11 solid drawing
this principal is used for a sort of rough sketch and character model before the final animation. this rough sketch is of the shapes used into the character design usually of spheres cubes and cylinders to further emphasize the 3d shape of the character.
#12 appeal
this principal is used onto a character to give it a more appealing look to the audience. this could be making a king more proud or snobby or a fisherman more lengthy and skinny. appeal is int so much as making the character look better in the way of gorgeousness but more appealing to look at like a villain that´s more deadly rather than nice.
theese are the links to his videos.
https://www.youtube.com/watch?v=haa7n3UGyDc
https://www.youtube.com/watch?v=F8OtE60T8yU
https://www.youtube.com/watch?v=u-SXLaQGg50
https://www.youtube.com/watch?v=v8quCbt4C-c
https://www.youtube.com/watch?v=4OxphYV8W3E
https://www.youtube.com/watch?v=fQBFsTqbKhY
https://www.youtube.com/watch?v=I1_tZ9LhJD4
https://www.youtube.com/watch?v=MjBHWw1TbP4
https://www.youtube.com/watch?v=BarOk2p38LQ
https://www.youtube.com/watch?v=HfFj-VQKiAM
https://www.youtube.com/watch?v=7An0jukOkCI
https://www.youtube.com/watch?v=_SplEuWp0Yw
when I began the genius hour I had almost no experience with animation. I struggled and failed but after taking the time to work through the genius hour I became better at animation without a doubt. I did this with first writing down he 12 principals of animation then applying them to my work. even though it was time consuming I did it and it felt awesome. I saw my work improve in an instant and I know I can get even better after the genius hour. during the animation I implemented the 12 principals of animation into my work and I already saw improvement.
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