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Home > Features > July 2001 > TRADITIONAL PRINCIPLES APPLIED TO CG

Article written by: Angie Jones
Contact Info: angie@spicycricket.com
URL: http://www.spicycricket.com

Introduction to the Traditional Principles

Disney, Chouinard Art Institute (Old Hyperion Studio School), and Don Graham
Memo from Walt to Don (web page link)
Don is credited with teaching the Disney animators cause-and-effect with physical action, thinking, emotions, etc.
Don Graham’s classes developed the principles used to create the "illusion of life"...
Walt required his animators to attend the classes every week
Notes from Don Graham lecture on animation.

Animating Force vs. Form

If you look at the body as a form, comprised of smaller forms (and you animate it that way), you’ll get a lifeless form
Think of the body as a force and lead with that motion
Going from force to force, you get life like action!
Remember, intent of the force of motion comes from the mind!
"The mind is the pilot!" --Disney

BALANCETHRUSTAnimating Balance and Thrust

Balance and Thrust must be understood to make the poses hold up for the audience
The Balance of the character is necessary to making the force of the motion believable
The center line of Balance tips forward in a forward movement and the hips stay centered to keep the Balance
The Thrust is equally important to making the action lifelike and believable
If Balance and Thrust are wrong, the move will look awkward to the viewer

What is Line of Action?

The Line of Action is the basis for rhythm, simplicity, and direction of animation
Visual explanation of what happens to form that has been acted upon by force
This is the driving angle of the force that carries the motion
This direction of action exists even in characters that are standing still
Understanding the line of action will strengthen your poses
Essential for animating scenes with more than one character, the line of action in these scenes should compliment each other and change as needed

What is Path of Action?

The resulting motion or illusion of motion created by form that has been acted upon by force
If the path of action does not fit the character’s motion, then there will be jerks and stutters
All natural motion moves in arcs and figure eights
The larger the arcs, the more exaggerated the motion will be
Understanding the paths of action, will help you define the lead of your action

What are Internally and Externally Initiated Forces?

Externally Initiated Force
Action, movement, motion
This kind of force is usually created from an external agent--say a bat hitting the back of a character
Still, the character initiating the bat's force has internals driving that action


Internally Initiated Force
Acting, thinking, emotion
For an animator, force is most often initiated INTERNALLY
It is "thought" that is the creator of the force
We must know what the thought behind the force is, before animating a character

 

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