The thought being that it may not only be interesting but might satisfy curiosity and make the specific referencing of the principles unnecessary in the revised TaoA:M.
The idea is to explore methods that can be used in A:M to reproduce or demonstrate the basic Principles of Animation.
Of course the number of principles does vary depending on who you reference so we'll start with something of an itemization.
On page 29 of current TaoA:M is the list "The 10 Animation Ingredients (Updated for Computers) as follows:
QUOTE
1. Pose to Pose
2. Anticipation and Overshoot
3. Follow Through
4. Exaggeration
5. Timing
6. Balance and Weight
7. Secondary Action
8. Attitude
9. Staging
10. Squash and Stretch
2. Anticipation and Overshoot
3. Follow Through
4. Exaggeration
5. Timing
6. Balance and Weight
7. Secondary Action
8. Attitude
9. Staging
10. Squash and Stretch
The terminology here is not accidental. Selecting from these ingredients helps to formulate a recipe that will flavor an animation to increase it's appeal and anticipate how it will go down with an audience. If successful the viewer will thoroughly enjoy the production and may even be entertained. These ingredients are adapted from the Principle of Animation identified (in part) by Disney animators who had perfected the craft of hand drawn animation in the 30's and 40's. In their celebrated book "The Illusion of Life" authors/animators Frank Thomas and Ollie Johnston listed 'The 12 Principles of Animation' as follows:
QUOTE
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight ahead action and pose to pose
5. Follow through and overlapping action
6. Slow in and slow out
7. Arcs
8. Secondary action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
2. Anticipation
3. Staging
4. Straight ahead action and pose to pose
5. Follow through and overlapping action
6. Slow in and slow out
7. Arcs
8. Secondary action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
These are of course the same general principle John Lasseter applied to his work when developing computer animation with PIXAR. The real challenge was in how to apply these principles of classical animation to a new set of tools on the computer. He said, "Many of the principles of traditional animation were developed in the 1930's at the Walt Disney studios. These principles were developed to make animation, especially character animation, more realistic and entertaining. These principles can and should be applied to 3D computer animation." Twenty years later as head of Disney Animation and of PIXAR he's not only continues to apply these principles but expand and improve upon the tools that storytellers use. Here then is Lasseter's list of principles he'd learned first hand from Thomas and Johnston at Disney. His thesis published a mere seven years after the release of their book:
QUOTE
Principles of Traditional Animation Applied to 3D Computer Animation
1. Squash and Stretch - defining the rigidity and mass of an object by distorting its shape during an action
2. Timing and Motion - spacing actions to define the weight and size of objects and the personality of characters
3. Anticipation - the preparation for an action
4. Staging - presenting an idea so that it is unmistakably clear
5. Follow Through and Overlapping Action - the termination of an action and establishing its relationship to the next action
6. Straight Ahead Action and Pose-to-Pose Action - The two contrasting approaches to the creation of movement
7. Slow In and Out - the spacing of the in-between frames to achieve subtlety of timing and movement
8. Arcs - the visual path of action for natural movement
9. Exaggeration - Accentuating the essence of an idea via the design and the action
10. Secondary Action - the action of an object resulting from another action
11. Appeal - creating a design or an action that the audience enjoys watching
Personality in character animation is the goal of all of the above.
1. Squash and Stretch - defining the rigidity and mass of an object by distorting its shape during an action
2. Timing and Motion - spacing actions to define the weight and size of objects and the personality of characters
3. Anticipation - the preparation for an action
4. Staging - presenting an idea so that it is unmistakably clear
5. Follow Through and Overlapping Action - the termination of an action and establishing its relationship to the next action
6. Straight Ahead Action and Pose-to-Pose Action - The two contrasting approaches to the creation of movement
7. Slow In and Out - the spacing of the in-between frames to achieve subtlety of timing and movement
8. Arcs - the visual path of action for natural movement
9. Exaggeration - Accentuating the essence of an idea via the design and the action
10. Secondary Action - the action of an object resulting from another action
11. Appeal - creating a design or an action that the audience enjoys watching
Personality in character animation is the goal of all of the above.
Everyone seems to have a favorite flavor and I would like to suggest the missing 12th principle from Lasseter's list is one of the secrets to his success in computer animation; solid drawing. We'll have to explore that element more at a later time but for now consider what the word 'drawing' actually means; it is not just the act putting lines and forms on paper but a process of pulling in, the art of illustrating... referencing.
People love to create lists and when it comes to the principles of animation a lot of other lists have been made. I believe it was Walt Stanchfield (Disney animator and teacher) who compiled a list of 28 principles:
QUOTE
28 Principles of Animation
-Pose and Mood
-Shape and Form
-Anatomy
-Model or Character
-Weight
-Line and Silhouette
-Action and Reaction
-Perspective
-Direction
-Tension
-Planes
-Solidity
-Arcs
-Squash and Stretch
-Beat and Rhythm
-Depth and Volume
-Overlap and Follow Thru
-Timing
-Working from extreme to extreme
-Straights and Curves
-Primary and Secondary Action
-Staging and Composition
-Anticipation
-Caricature
-Details
-Texture
-Simplification
-Positive and Negative Shapes
-Pose and Mood
-Shape and Form
-Anatomy
-Model or Character
-Weight
-Line and Silhouette
-Action and Reaction
-Perspective
-Direction
-Tension
-Planes
-Solidity
-Arcs
-Squash and Stretch
-Beat and Rhythm
-Depth and Volume
-Overlap and Follow Thru
-Timing
-Working from extreme to extreme
-Straights and Curves
-Primary and Secondary Action
-Staging and Composition
-Anticipation
-Caricature
-Details
-Texture
-Simplification
-Positive and Negative Shapes
Someone else complied a list of 48 principles and I'd swear I saw one listing 110! Regardless of the listing you could compile, what will be most important is what these words mean to you and what begins to happen as you apply them.