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.