Cel Animation
Cel
Background
Combined
Cel Animation Steps
- Script, Storyboard
- Character Design
- Voice Actors
- Backgrounds
- Key Animator
- In-Betweener
- Clean-Up
- Ink & Paint
- Filming
Animation Principles
Squash and Stretch

Defining the rigidity and mass of an object by distorting its
shape during an action.
Anticipation

The preparation for an action.
Follow-Through

The termination of an action.
Overlapping Action

Establishing a relationship between actions.
Straight Ahead and Pose-to-Pose


Two contrasting approaches to the creation of movement.
Slow In and Out

The spacing of the inbetween frames to achieve subtlety of
timing and movement.
Timing

Spacing actions to define the weight and size of objects and the
personality of characters.
Arcs

The visual path of action for natural movement.
Staging

Presenting an idea so that it is unmistakably clear.
Exaggeration

Accentuating the essence of an idea via the design and the action.
Secondary Action

The action of an object resulting from another action.
Appeal

Creating a design or an action that the audience enjoys watching.
Bob Clampett
Computer Animation
Computer Animation Stages
- Script, Storyboard
- Modeling - Characters & Sets
- Keyframe Animation
- Automatic In-Betweening
- Rendering
- Compositing
- Recording
John Lasseter
Comics
Time
- One panel not instantaneous
- Speech can mark time
- Reading image (left->right)
Panels
- Contain moments of story
- Shape can be used for effect
- Spacing, number, size affect timing
- Borderless panels can have different time
- Reader aware of many panels
Motion
- Closure between panels
- Can have motion in single panel - multiple images, lines, blur
- Polyptych - closure in a single panel
Game Design
The 400 Project
http://theinspiracy.com/400_project.htm

The text and layout of this document is by Dave Pape, and is released under a Creative Commons License.