Twelve basic principles of animation
The Twelve Basic Principles of Animation are a foundational set of guidelines for creating realistic, expressive, and engaging movements in animated characters and objects, emphasizing natural physics, emotional timing, and visual clarity to achieve the "illusion of life." Developed by Disney animators Ollie Johnston and Frank Thomas during their decades-long careers at the studio, these principles were first systematically outlined in their 1981 book The Illusion of Life: Disney Animation, drawing from techniques honed since the 1930s in classic Disney films.[1][2] These principles address key aspects of animation production, from the physical dynamics of motion to the storytelling through character actions, and remain influential across traditional 2D hand-drawn animation, 3D computer-generated imagery, and even digital design fields like web and UI animation. They guide animators in simulating real-world behaviors—such as flexibility, momentum, and personality—while allowing for artistic exaggeration to heighten appeal and narrative impact. Originating in the collaborative environment of Walt Disney Studios, the principles reflect iterative refinements based on practical application in feature films like Snow White and the Seven Dwarfs (1937) and Pinocchio (1940).[1][2] The principles are:- Squash and Stretch: Demonstrates flexibility and weight by deforming objects during movement, as seen in a bouncing ball or facial expressions.[2]
- Anticipation: Prepares the audience for an action through preparatory poses, like a wind-up before a jump.[2]
- Staging: Presents ideas clearly by focusing the viewer's attention on essential actions, moods, or story elements without distraction.[2]
- Straight-Ahead Action and Pose-to-Pose: Straight-ahead builds spontaneous, fluid sequences from initial drawings, while pose-to-pose plans key poses for controlled timing and acting.[2]
- Follow Through and Overlapping Action: Ensures parts of a character (e.g., hair, clothing) continue moving after the main body stops, maintaining flow and realism.[2]
- Slow In and Slow Out: Varies drawing spacing to accelerate and decelerate actions naturally, softening transitions for lifelike motion.[2]
- Arcs: Traces natural curved paths for movements like limb swings or head turns, avoiding stiff straight lines.[2]
- Secondary Action: Adds supporting details (e.g., a character's gesture) that enhance the primary action without overwhelming it.[2]
- Timing: Controls speed to convey weight, scale, emotion, and intent, with more frames for slower, smoother effects.[2]
- Exaggeration: Amplifies poses, expressions, and actions for clarity and appeal, balanced to avoid excess theatricality.[2]
- Solid Drawing: Applies three-dimensional form, volume, and weight to maintain believable anatomy and spatial awareness.[2]
- Appeal: Infuses characters with charisma through simple, readable designs and magnetic movements that engage audiences.[2]