Worksheets12 Principles of Animation
Total questions: 12
Worksheet time: 6mins
This principle of animation explains that animated objects will get longer or flatter to emphasize speed, momentum, weight, or mass
Arcs
Appeal
Squatch & Stretch
Follow Through
This principle depicts a character preparing to do an action which gives the audience a clue of what will happen next.
Arcs
Staging
Follow Through
Anticipation
This principle of animation is greatly affected by the number of frames inserted between each main action.
Appeal
Timing
Slow In & Slow Out
Arcs
This principle is when a movement begins slowly, builds speed, & finishes slowly achieving "life-like" motion.
Slow In & Slow Out
Arcs
Squash & Stretch
Staging
This principle is a presentation of any idea so that it is completely & unmistakingly clear to the audience. Acting, Timing, Camera Angle, Position & Setting are used to achieve this.
Arcs
Staging
Timing
Appeal
These principles are the two methods used to animate drawings. One is drawing as you go, the other is drawing the beginning & the end, & then going back to fill in the drawings in between.
Appeal & Solid Drawing
Timing & Exaggeration
Straight Ahead & Pose to Pose
Arcs & Timing
This principle is that most living creatures will move in a "circular path."
Timing
Arcs
Staging
Anticipation
This principle states that every action, pose, & expression can be taken to the next level to increase the amount of impact on the viewer
Appeal
Exaggeration
Staging
Arcs
This principle states that the character you animate should be pleasing to look at. Use different shapes & proportions.
Appeal
Timing
Arcs
Staging
This principle makes sure that forms feel like they are in 3 dimensional space using Volume, Weight, & Balance.
Arcs
Anticipation
Solid Drawing
Staging
This principle describes the method of having body parts, appendages, & clothing drag behind the body & continue to move when the body stops.
Exaggeration
Follow Through & Overlapping Action
Slow In & Slow Out
Straight Ahead & Pose to Pose
This principle describes gestures that support the main action to add more dimension to the character.
Arcs
Timing
Appeal
Secondary Action
