Squash and stretch - The idea to give an object more depth when it has a force, momentum and impact.
Anticipation- To prepare the audience for action
Staging- the purpose of staging is to give the audience a clear understanding on what is the spotlight and what they should focus on in the frame.
Straight ahead action and pose to pose-Straight ahead action scenes are drawn directly frame to frame, While pose to pose are key frames drawn firsthand then the intervals in between.
Follow through and overlapping action- is the idea that certain appendages and body parts might continue to move even after a motion is completed.
Slow in and slow out- When a character sets off or comes to a halt, the frames are drawn to slow down at the start and finish to empathize the acceleration and slowing down of humans in real life when they stop or start.
Arc- Most natural movements are made with a circular motion, therefore creating an arc - The idea of, for example, throwing a ball would always have an arc when thrown and the arc shrinks in size as the momentum of the object falling also decreases.
Secondary action- Adding a secondary action to a character(s) gives it more of a realistic look and looks less emotionless. A person walking can simultaneously swing their arms or keep them in their pockets, speak or whistle, or express emotions through facial expressions
Timing- The timing of objects is crucial when adding frames. The heavier an object is, you have to show that through adding more frames.
Exaggeration- A technique used by animators that give their animation more of a appeal, as being 100% realistic would not give the animation a good look; There should be a balance depending on the scene and amount of characters.
Solid drawing- Giving a two dimensional drawing volume and weight.
Appeal- the idea of making the characters and scene interesting to the audience; compare of 'charisma' of a real person.
- Generally, there are 24-30 frames per second in animation.
- A canvas for animation should be 1920 x 1080 (HD)
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