Shubhanshu Singh's profile

Animation Principles

1. EASE IN
Ease-in animations start slowly and end fast. The distance between the consecutive graphics increases to show the slow to fast movement.
2. EASE OUT
Ease-out animations start fast and end slowly. The distance between the consecutive graphics decreases to show the fast to slow movement.
3. EASY EASE (FAST-SLOW-FAST)
Easy Ease animations start fast, then slow down and then ends fast or vice versa (slow-fast-slow). Easy Ease is one of the most occurring principle that resembles real life.     
4. EASY EASE (SLOW-FAST-SLOW)
Easy Ease animations start fast, then slow down and then ends fast or vice versa (slow-fast-slow). Easy Ease is one of the most occurring principle that resembles real life.
5. ANTICIPATION
Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. A dancer jumping off the floor has to bend the knees first; a golfer making a swing has to swing the club back first. The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up
6. ARC
Most natural action tends to follow an arched trajectory, and animation should adhere to this principle by following implied "arcs" for greater realism. This technique can be applied to a moving limb by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines.
7. FOLLOW THROUGH
"Follow through" means that loosely tied parts of a body should continue moving after the character has stopped and the parts should keep moving beyond the point where the character stopped only to be subsequently "pulled back". Technically follow through motion is happening when one or several body parts have stopped, and the rest of the body is still in motion. Practically nothing comes to a stop at the same time.
8. EXAGGERATION
By means of exaggeration we can achieve greater expression, precision, more dynamic poses and motions. It simple make any normal action more enhanced and dynamic by taking it over the top.
9(and 10). SOURCE IN / OUT
In this animation the object has a source to enter the screen and similarly goes out of the screen. 
11. TRANSFORMATION
In this animation any object undergoes morphosis and changes its shape from one form to another.
12. SQUASH AND STRETCH
Squash and stretch makes an illusion of character's elasticity, volume and flexibility. The purpose of squash and stretch is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face.
*FIN*
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Animation Principles
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Animation Principles

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