12 Principles of Animation

1. Squash and stretch
Squash and stretch make objects look more realistic by giving exaggeration to an object. It also helps define what the object is suppose to be.
2. Anticipation
Anticipation is when a character winds up to do something else. This draws attention to what the character is about to do.
3.Staging
Staging is used to make sure that the audience knows what to pay attention to, using the camera, background, and even other characters.

4. Straight Ahead, Pose to pose
This is two different ways to animate, pose to pose creates a more controlled way of animating. Straight ahead on the other hand gives more freedom and tends to be more uncontrollable.
5.Follow Through, Overlapping Action
This is used for body parts and items that drag behind a character. These objects have other physics that don't necessarily apply to the main body.
6. Slow in, Slow out
This is referring to the way that animation changes speed during an animation. Without slow in or out, the object looks mechanical.
7. Arcs
This causes the animation to be realistic as most objects and characters move in circular paths.
8. Secondary Action
Secondary action is gestures that support the main character and gives them some depth.
9. Timing
Timing is how the animation is drawn will effect it's overall speed. It can also affect what the character is actually doing.
10. Exaggeration
This is when the animator overemphasizes something to draw attention to a point that they are tying to make in the animation.
11. Solid Drawing
This refers to the drawings themselves through weight, volume, and dimensions. This also gives characters a more 3D feel instead of a 2D look.
12. Appeal
This is making the characters looking interesting enough to draw attention to them. This applies to villains and background characters as well as the hero

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