This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. Examples are a pitcher's wind-up or a golfers' back swing.
12 Principles of Animation

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Computers
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9th - 12th Grade
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Hard
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1.
FLASHCARD QUESTION
Front
Back
Anticipation
2.
FLASHCARD QUESTION
Front
Corresponds to what would be called charisma in an actor. A character who is not necessarily sympathetic – villains or monsters can also fall under this principle – the important thing is that the viewer feels the character is real and interesting. Options: Follow Through and Overlap, Appeal, Exaggeration, Solid Drawing
Back
Appeal
3.
FLASHCARD QUESTION
Front
Most actions follow a slightly circular path. This is especially true of the human figure and the action of animals. Give animation a more natural action and better flow. Examples are a pendulum swinging, arm movement, head turns and even eye movements. What is this concept called?
Back
Arcs
4.
FLASHCARD QUESTION
Front
This principle describes an action that remains true to reality, just presenting it in a wilder, more extreme form.
Back
Exaggeration
5.
FLASHCARD QUESTION
Front
The action that follows the main action; actions do not stop at the same time.
Back
Follow Through and Overlap
6.
FLASHCARD QUESTION
Front
This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action.
Back
Secondary Actions
7.
FLASHCARD QUESTION
Front
Principle with more drawings near the beginning and end of an action, emphasizing the extreme poses, and fewer in the middle. Most objects need time to accelerate and slow down, this principle softens the action, making it more life-like
Back
Slow In and Slow Out
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