Principles of Animation Part 1
Squash and Stretch
Squash and Stretch is basically making the object flatter or longer while in motion. It is used to emphasize: - Speed: how fast the object is moving - Momentum: how much force is applied to the object - Rigidity: how soft/hard the material is
When applied to a character, it can be used as deformation for a pose change during movement/action. Example: Blinking eyes motion, Jumping action
Speed and Momentum Stretch emphasize speed (how fast object is moving), while squash emphasize momentum (force applied on the object). Higher speed = Longer stretch Bigger momentum = Flatter squash squash stretch
Rigidity (stiffness/softness of object) can be shown through squash and stretch as well. Higher squash and stretch = Softer object Lower squash and stretch = Stiffer object Rigidity Soft Stiff
It is important to keep the volume of the object consistent when doing squash and stretch. Example: When the ball gets longer, it gets narrower.
In terms of character animation: When a character moves in a certain speed, the character will be stretched. When the character is undergoing a momentum, they will be squashed.
Slow In and Slow Out
This principles refers to different speed of movement: Starts slowly Build speed Finished slowly
Slow in and slow out is important in achieving life like motion. Otherwise, things feel very mechanical and robotic.
Spacing is a technique of adjusting slow in and slow out. They refer to spaces between each drawing in each frame. Closer = Slower Further = Faster Spacing
Since we do not draw in 3D, spacing is done inside graph editor. The steeper the graph, the faster the motion.
Constant Speed
Slow In
Slow Out
Slow In & Slow Out
Timing
Timing refers to the speed of an action (how long it takes to complete it). It can also be referred to the space between two keyframes in a timeline. Bigger space = Longer time Smaller space = Shorter time.
To recap! Spacing: Distance of the drawing in each frame Timing: Distance of keyframes in the timeline
Changing of your timing is done by moving the keyframes in the timeline. Timing is also useful to emphasize weight. Heavy = Slow Light = Fast Slow Fast
Arc
Arc is a simple principle to show the line of motion. Most motions are not capable of being precise with their movement when they move up, down, left or right. Therefore, motions will move in a more circular path, known as arc.
Without arc, the motion feels mechanical. With arc, the motion feels more natural and realistic.
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