Woops firstly if you have read my previous post, that was a mistake WRONG LAB session! but anyway I will leave it there as it is and redo it vers2.0 instead. This time with screen casting software to have the pencil 2d animations visualized. And maybe a vidlog instead of a web blog like this one.
First of all this is the video that me and my friends have done.Its not really good, and there might be some vulgarities in it(pretend nothing was said).The video doesn’t do the lab justice but I will write out the explanations of animation properties instead.
If you have watched the video embedded above you will notice that there are a few common animation principles repeated throughout the sequence of actions, regardless of what actions they are.
- Squash and Stretch
This effect can be seen best in the bouncing of the ball(assuming that it is non rigid), picture this when a ball dropped from a height hits the floor.The impact compresses it and it is squashed, while it is stretched during its rebound.
- Anticipation
In most actions by characters there is an action that signals anticipation, for instance a pulling back an arm for a throw.This prepares the audience for an action which can make actions seem more realistic.
- Staging
The use of pose or actions that is used to communicate an attitude or mood to an audience.For instance in the punching scene in the video, portraying anger to the audience.
- Follow through and overlapping actions
When the main body of the character stops other parts continue to catch up due to momentum, for instance long hair, nothing stops at once.This needs to be taken into consideration when animating a character.
- Slow ins and slow out
The movement of objects need time to accelerate or slowdown.This can be seen by how hard it is for a running person halting suddenly or a ball losing its energy as it bounces off the floor,eventually coming to a stop.
- Arcs
Human and animal actions occur along an arched trajectory, as seen in the video when lobbing a ball, the human limbs move in an arced trajectory. This can be applied on rotating\moving limbs or a thrown object moving along a parabolic trajectory. However mechanical movements are an exception as they typically move along straight lines.

Posted by IN3D bouncing ball & seaweed screencast « Adventures With Technology on July 8, 2011 at 4:03 pm
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