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Lesson Plan

Course Title: Animation Session Title: The Twelve Principles of Animation Lesson Duration: Two 90-minute class periods Day One Cover The Twelve Principles of Animation computer-aided presentation and begin watching and discussing the film. Day Two Finish watching/discussing the film; take quiz. [Lesson length is subjective and will vary from instructor to instructor] Performance Objective: Upon completion of this assignment, the student will be able to identify Walt Disneys Twelve Principles of Animation. Specific Objectives: 1. Explain the history of the principles of animation. 2. Define The Twelve Principles of Animation. 3. Identify the principles in a commercial film. Preparation TEKS Correlations: 130.83(C) (1) The student applies academic knowledge and skills in animation projects. The student is expected to: (A) apply English language arts knowledge and skills by demonstrating use of content, technical concepts, and vocabulary; using correct grammar, punctuation, and terminology to write and edit documents; and composing and editing copy for a variety of written documents. (7) The student applies ethical decision making and understands and complies with laws regarding use of technology in animation. The student is expected to: (B) discuss and apply copyright laws; (C) model respect of intellectual property; and (D) demonstrate proper etiquette and knowledge of acceptable use policies. (10)The student develops an understanding of animation. The student is expected to: (J) research the history and evolution of animation by: (i) explaining the history of animation; Instructor/Trainer References: 1. http://www.cgnetworks.com/story_custom.php?story_id=1429&page= 2. Johnston, Ollie and Thomas, Frank (October, 1995). The Illusion of Life: Disney Animation. Disney Editions. ISBN: 0786860707 3. Kuramoto, John et al. (2002). The Art of Cartooning with Flash. Sybex, Inc.. ISBN: 0782129137

AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 1

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Instructional Aids: The Twelve Principles of Animation computer-aided presentation The Twelve Principles of Animation Student Worksheet The Twelve Principles of Animation Rubric The Twelve Principles of Animation Quiz The Twelve Principles of Animation Quiz Key Materials Needed: 1. DVD of Walt Disney's Snow White and the Seven Dwarfs or other animated film. Make sure you have permission to use the DVD; check with your school librarian. Equipment Needed: 1. Projection system to display computer-aided presentation and to watch DVD. Learner None. Introduction MI Introduction (LSI Quadrant I): ASK: Can anyone explain what squash and stretch means to an animator? [Allow time for students to respond.] ASK: Can you name some other techniques used in traditional animation? [Allow time for students to respond.] SAY: In 1981 Disney animators Ollie Johnston and Frank Thomas wrote a book entitled The Illusion of Life: Disney Animation. The book has become generally accepted and referred to as the Bible of animation. Lets take a peek! Outline MI Outline (LSI Quadrant II): Instructor Notes: Use the computeraided presentation to discuss the history of the principles.

I. Explain the history of The Twelve principles of

Animation. During the 1920s and 1930s, Disney had his animators attend the Chouinard Art Institute in Los Angeles to develop their drawing skills. The outcome of this education was a set of twelve animation principles that Disney used in his productions of Snow White, Pinocchio, Fantasia, Dumbo, and Bambi.

II. Define The Twelve Principles of Animation. A. Squash and Stretch Living flesh distorts during motion. Exaggerated deformations will emphasize motion and impact.
AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 2

Use the computeraided presentation to go over each of the principles of animation.

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Although objects deform like rubber, they must maintain volume while being squashed and stretched. A bouncing ball will squash or elongate on impact and stretch vertically as it leaves the point of impact. This is the most well-known and often used principle. Anticipation Animation can occur before an action. Before you jump, you bend your knees. By exaggerating this action, the animator can guide the viewers eyes. The formula for most animations is anticipation, action, and reaction. Staging Staging is the clear presentation of an idea. The animator can use the camera viewpoint, the framing of the shot, and the position of the characters to create a feeling or strengthen understanding. Straight Ahead versus Pose to Pose Straight Ahead animation means drawing the frames in sequence. This leads to spontaneous motion. It works well with abstract animation. Pose to Pose is the more often used animation technique. It requires the animator to create strong posed (keyframes) first and add the inbetween frames later. Pose to Pose is used for animation that requires good acting, where the poses and timing are all important. Follow Through and Overlap Follow Through is the action that follows the main action. It is the opposite of anticipation. When a baseball bat hits the baseball, it does not stop abruptly. A boxer does not freeze at the moment a punch lands. Overlapping actions means that all elements do not stop at the same time. Overlapping action also means that a new action may begin before the earlier action is terminated. When hitting a baseball, the legs may begin moving to first base while the bat is finishing the swing. Slow In and Slow Out Also known as ease in and ease out. Most motion starts slowly, accelerates, and
AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 3

G.

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then slows again before stopping. Imagine a car that went 40 mph immediately when stepping on the accelerator and went to 0 mph when hitting the brake. Gravity has an effect on slow in / slow out. When a ball bounces, it increases in speed as it gets closer to the ground. It decreases in speed at the top of the arch. In many 3D applications, easing is created by setting the tension of a TCB spline to 1.0. To get the opposition effect from a keyframe, tension is set to -1.0. Arcs Almost all natural motion is in some form of an arc. In 3D animation, a motion arc is usually created using a spline curve. Pivot points often define the arc. The pivot point for the thigh is the hip and the pivot point for the calf is the knee. Secondary Actions Secondary actions are minor actions that occur due to a major action. Most people blink their eyes when they turn their head. Facial expressions are secondary actions. Secondary actions are also actions caused by the impact of another object. The movement of a ball that has been kicked is a secondary action. Timing Timing is the amount of frames between poses. Comedians and actors work with their timing to get the maximum impact from their lines. Timing can imply weight. Light objects have much less resistance and usually move much quicker than heavy objects. Speed can imply emotion. A fast walk may mean happiness and a slow walk may mean depression. Exaggeration Exaggeration is used to increase the readability of emotions and actions. Animation is not a subtle medium. Individual exaggerated poses may look silly as stills but add dramatic impact when viewed for a split second. Animators should be careful to use exaggeration to increase understanding of
AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 4

feeling. Be careful to not over-exaggerate everything. K. Solid Drawing In 3D animation, this would be equivalent to Solid Modeling. To get maximum feeling from the audience, animated characters must be drawn or modeled precisely. Proper drawing and modeling can reveal a characters weight, character, and emotion. Proper drawing and modeling are needed to give the character proper depth and balance. L. Appeal Animated characters need to have a unique personality and have a wide range of emotions (happy, excited, fearful, embarrassed, angry, scared, etc.). Character flaws are actually a good thing. Audiences can be sympathetic to characters that have a flaw or two. Complex personalities and moral ethical dilemmas add to character appeal. III. Identify the principles in a commercial film. A. Squash and Stretch B. Anticipation C. Staging D. Straight Ahead versus Pose to Pose E. Follow Through and Overlap F. Slow In and Slow Out G. Arcs H. Secondary Actions I. Timing J. Exaggeration K. Solid Drawing L. Appeal Application MI Guided Practice (LSI Quadrant III): Teacher will go over the computer-aided presentation with the class. Samples of Walt Disney's Snow White and the Seven Dwarfs can be shown to the class. The teacher should demonstrate the identification of principles by stopping the DVD as examples occur and facilitating a discussion about the principle being applied. The teacher should demonstrate the identification of principles by stopping the DVD of the animated film as examples occur and facilitating a discussion about the principle being applied.

AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 5

MI

Independent Practice (LSI Quadrant III): Students will work in groups or individually to identify additional examples of applied principles in the animated film.

Summary MI Review (LSI Quadrants I and IV): Discuss The Twelve Principles of Animation Student Worksheet as a class, stressing the principles and the application of each in the animated film.

Evaluation MI Informal Assessment (LSI Quadrant III): Teacher monitors individual/group progress as students watch the film and identify examples. Teacher provides individual help/redirection as needed. If necessary, the teacher may choose to stop the film to discuss a key scene or redirect the entire class.

MI

Formal Assessment (LSI Quadrant III, IV): Students will take The Twelve Principles of Animation Quiz.

Extension MI Extension/Enrichment (LSI Quadrant IV):

As students work throughout the year, they will use these principles in their projects. As they complete projects throughout the year, students should save examples of the principles (four to five seconds per example) to assemble into a principles reel for a portfolio. Students can research the principles. Disney later developed more concepts and principles. Students can find a classic animation and attempt to copy the motion with their own characters.
AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 6

The Twelve Principles of Animation Student Worksheet


Student Name: ________________________________________ Date: DIRECTIONS: While watching the animated film, use this form to record examples which illustrate the principles of animation.
Principle 1 - Squash and Stretch _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 2 - Anticipation _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 3 - Staging _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 4 - Straight Ahead Versus Pose to Pose _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 5 - Follow Through and Overlap _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 6 - Slow In and Slow Out _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 7 - Arcs _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 8 - Secondary Actions _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 9 Timing _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 10 - Exaggeration _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 11 - Solid Drawing _________________________________________________________________________________________ _________________________________________________________________________________________ Principle 12 Appeal _________________________________________________________________________________________ _________________________________________________________________________________________

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The Twelve Principles of Animation Quiz


Student Name: ________________________________________ PART 1: Matching DIRECTIONS: Match each principle listed in column A with the appropriate definition or description from column B. Record your answers in the spaces provided. Column A 1. Anticipation 2. Appeal 3. Arcs 4. Exaggeration 5. Follow Through and Overlap 6. Secondary Actions 7. Slow In and Slow Out 8. Solid Drawing 9. Squash and Stretch 10. Staging 11. Straight Ahead versus Pose to Pose 12. Timing Column B A. Also known as ease in and ease out. B. Amount of frames between poses. C. Animated characters need to have a unique personality and have a wide range of emotions. D. Animation can occur before an action. E. Drawing the frames in sequence versus creating strong posed (keyframes) first and adding the in-between frames later. F. Living flesh distorts during motion. Exaggerated deformations will emphasize motion and impact. G. Minor actions that occur due to a major action. H. The action that follows the main action; actions do not stop at the same time. I. The basis for almost all natural motion; created using a spline curve. J. The clear presentation of an idea. K. To get maximum feeling from the audience, animated characters must be drawn or modeled precisely. L. Used to increase the readability of emotions and actions. Date:

AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 8

PART 2: Short Answer DIRECTIONS: Identify the animation principle that is best illustrated by each description provided below. Record your answers in the spaces provided. 13. Before a character throws a punch, he pulls his fist back. 14. A roller coaster comes to a stop at the end of the ride. 15. A girls pony tail moves up and down as she jumps rope. 16. As a ball hits the ground, it changes shape but maintains volume. 17. The main character is positioned using the rule of thirds. 18. As a character turns his head from left to right, he dips his chin. 19. An animator decides to animate a water splash in a frame-by-frame manner. 20. An animator decides how many frames it should take for an apple to drop to the ground.

AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 9

The Twelve Principles of Animation Quiz Key


Student Name: ________________________________________ Date: DIRECTIONS: Match each principle listed in column A with the appropriate definition or description from column B. Record your answers in the spaces provided. Column A D C I L H G A K F J E B 1. Anticipation 2. Appeal 3. Arcs 4. Exaggeration 5. Follow Through and Overlap 6. Secondary Actions 7. Slow In and Slow Out 8. Solid Drawing 9. Squash and Stretch 10. Staging 11. Straight Ahead versus Pose to Pose 12. Timing Column B A. Also known as ease in and ease out. B. Amount of frames between poses. C. Animated characters need to have a unique personality and have a wide range of emotions. D. Animation can occur before an action. E. Drawing the frames in sequence versus creating strong posed (keyframes) first and adding the inbetween frames later. F. Living flesh distorts during motion. Exaggerated deformations will emphasize motion and impact. G. Minor actions that occur due to a major action. H. The action that follows the main action; actions do not stop at the same time. I. The basis for almost all natural motion; created using a spline curve. J. The clear presentation of an idea. K. To get maximum feeling from the audience, animated characters must be drawn or modeled precisely. L. Used to increase the readability of emotions and actions.

AAVTC: Animation: The Twelve Principles of Animation Copyright Texas Education Agency, 2012. All rights reserved. 10

PART 2: Short Answer DIRECTIONS: Identify the animation principle that is best illustrated by each description provided below. Record your answers in the spaces provided. anticipation slow in and slow out follow through and overlap squash and stretch staging arcs straight ahead versus pose to pose timing 13. Before a character throws a punch, he pulls his fist back. 14. A roller coaster comes to a stop at the end of the ride. 15. A girls pony tail moves up and down as she jumps rope. 16. As a ball hits the ground, it changes shape but maintains volume. 17. The main character is positioned using the rule of thirds. 18. As a character turns his head from left to right, he dips his chin. 19. An animator decides to animate a water splash in a frame-by-frame manner. 20. An animator decides how many frames it should take for an apple to drop to the ground.

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