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By Brad Kane
Gamasutra
[Author's Bio]
March 8, 2003

Principles 1-6

Principles 7-12

Principles 13-17




 



Features

GDC 2003:
The 12 Principles of Animation
Applied to 3D Animation


The 12 Principles, Continued

7. Arcs

Original idea: Organic characters almost always move in motion arcs, as opposed to straight lines. Straight line motions make a character look sinister, robotic, or restricted in some way. (In The Iron Giant, the giant begins the movie with linear movements, and adopts arc-based motion as he becomes "more human" later on.)

Modern equivalent: In 3D packages, motion can easily be constrained to arcs. Motion capture performances can also be fine-tuned using arc editors.

8. Secondary Action

Original idea: These are small complementary motions that occur in a scene.

Modern equivalent: Using layers and channels to build up different aspects of secondary motion. Collision detection is another useful tool for generating secondary actions.

9. Timing

Original idea: Timing refers to the precise moment at which a given character motion occurs, and how long it continues for. (Humor is often created through the use of clever timing juxtapositions.)

Modern equivalent: In 3D animation, timing can be refined using the time-editing tools, and frames can be easily added or removed to make the timing work. Using different animation tracks for different character (and sub-tracks for parts of characters) also helps create precise timing.

10. Exaggeration

Original idea: The essence of an action is often enhanced by the exaggeration of a given motion - especially for cartoon-style animation. (Eyes bugging out, jaws dropping, etc.)

Modern equivalent: In 3D, this can be done at the performance level, using procedural techniques, and can also be worked into cinematography and editing.

11. Solid Drawing

Original idea: Originally, this principle referred to using appropriate weight, depth and balance to give drawings the desired look.

Modern equivalent: Kerlow suggested renaming this principle "Solid Modeling and Rigging," since the same principles now apply to the optimization of models and IK skeletons to create specific "animation personalities" for different characters.

12. Characters' Appeal

Original idea: The last of the twelve principles suggests that characters be well-developed, with interesting and distinct personalities.

Modern equivalent: In 3D animation, character complexity and consistency can be dramatically increased - and built in to a character's design - so that appeal is not being recreated from scratch with every set of drawings. Kerlow pointed out that in gaming, walk and run cycles are especially important aspects of a character's appeal. He showed a clip from Kingdom Hearts in which Sora, Donald, and Goofy are walking side by side, each with their own distinct style.

Principles 13-17: New Principles for the Digital Age

 


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