Following anticipation, we have the principle of
Staging, where the idea is that every scene in the
animation has a purpose, and the composition of this
scene has to meet the needs of this purpose, working
to direct the audience attention and not leave the open
interpretation of what is happening, unless that is the
point of the scene.
The fourth principle is the combination of Straight
Ahead Action with Pose to Pose, the first being an
animation technique where the frames are drawing in
sequence as the action is being developed while the
second consist of first drawing the necessary
keyframes of the animation and then the in-betweens
of it
The fifth principle is also a combination of Follow
Trough with Overlapping Action, which defines the
form in which the object’s body does not stop moving
immediately once the action is concluded, and that
they are attracted to the gravity’s center of the
character, creating progressively a more natural and
fluid animation.
Slow In and Out as a principle works with the
acceleration and slowdown of objects, the goal is to
avoid the movement to seem robotic and unrealistic
by adding a slow in effect at the start of the movement
and a slow out effect when stopping the movement.
The seventh principle of animation is Arc, the idea
is that natural movements from an organism can be
usually represented by an arc, like the walking cycle
of a human character. The principle consists in to
avoid using linear movements since those usually
cause an effect of the character being rigid, instead of
by using an arc movement, it has a more fluid and
natural movement.
Secondary Action as the eighth principle works as
an adjunct to the main action of the character, which
means that it cannot be more important and take the
attention of the viewer out of the main action. For
example, in a scene where two characters are talking,
the gentle gesture of the hands of one on a table
cannot overtake the main action otherwise the viewer
will not pay attention to what is being said.
To dictate the rhythm of the animation we also
have Timing as a principle, referring to the number of
frames used in determining action, dictating the pace
of said action, and making it more physically realistic,
such as in an animation of a character running, where
fewer frames will be used to present the idea of speed.
The tenth principle, Exaggeration, to make the
actions more entertaining, exaggeration is applied to
expressions, actions, and overall elements of the
scene, making the eyes bigger to express surprise, or
making the character melt to demonstrate heat are
examples of how this principle is applied to
animations.
Animation at the start, being mostly 2D, also used
a lot of concepts and ideas from drawing, that is what
the eleventh principle of animation is about, Solid
Drawing, the idea of making the drawing not appear
as flat, giving it volume, using light, shadow,
perspective and avoiding showing asymmetric
character.
Lastly, we have Appeal which presents the idea
that a character must be designed to be charismatic,
with the objective of the spectator liking and bonding
with it, drawing the character with baby-like facial
features tends to make them more appealing to the
audience than one with complex facial features.
3 DISCUSSION
John Bucher (2018) after interviewing Jessica
Brillhart, a filmmaker for project Spotlight, took as
concepts for animation in virtual reality that engaging
with the user feels more like a dance than a forced
experience, characters can work as vessels for the
story, traditional narratives structures like three-act
might be used, but not entirely as it is, among other
discovery.
The twelve principles of animation by Johnston &
Thomas were developed during years of work in the
Walt Disney animation studios, it was also done using
the traditional type of media, a two-dimensional
plane, to explore the narratives of an animation.
Virtual reality brings a new dimension, the
possibility to work with a tri-dimensional plane, or to
explore the two-dimensional plane with a 360 degrees
video, which enables the possibilities of new concepts
being developed.
These new concepts for 3D animation can be done
by creating a virtual world, like an ordinary game in
virtual reality, that runs in real-time, or more in line
with a traditional animation that runs as a pre-
rendered work that is being displayed to the user.
So, considering the possibilities of virtual reality,
the first principle of Squash and Stretch can be
explored in the immersion sense. What this means is
that, even though the concept itself does not change,
we can give it more depth and scale, which means, for
example, things that stretch can go beyond the two-
dimensional plane by wrapping the user in the
movement of the object, and since he is also
immersed in a virtual world. The same idea can be
applied to the principle of Secondary Action and
Anticipation, we can go beyond the boundaries of a
two-dimensional plane and enhance the impact of the