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21 Foundations of Animation

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Times have changed. The 12 principles of animation popularized by Disney are no longer sufficient for teaching animation in the digital age. Enter Dermot O’ Connor’s 21 foundations of animation: universal principles that can be used to create high-quality animation in any style or medium, including hand-drawn and digital animation. Explore how to create a solid, strong, and dynamic poses using the classical drawing rules perfected by golden age artists. Discover how to plan a scene using thumbnails, to have more control over the scene and reduce production time. Find out how to take a pose or expression that is adequate, and push it further. Dermot provides an in-depth review of the other 18 techniques, and then shows all 21 foundations in a single scene, working together.


00. Introduction
  • 01 - Getting started with animation
  • 02 - What you should know

  • 01. Appeal
  • 03 - What is appeal
  • 04 - Historical and modern appeal

  • 02. Strong Design
  • 05 - Construction
  • 06 - Design
  • 07 - From roughs to final color

  • 03. Staging
  • 08 - Staging a scene to tell a story
  • 09 - Shots and camera angles
  • 10 - Lighting and color

  • 04. Acting and Pantomime
  • 11 - Flour sacks and body language
  • 12 - Attitude poses

  • 05. Keys and Breakdowns
  • 13 - How keys and breakdowns differ
  • 14 - Strengthening actions with breakdowns

  • 06. Straight Ahead and Pose to Pose
  • 15 - Straight ahead vs. pose to pose
  • 16 - Animating hair and clothing straight ahead
  • 17 - Animating natural effects straight ahead

  • 07. Thumbnails and Planning
  • 18 - Thumbnails and planning
  • 19 - Advanced thumbnails

  • 08. Timing, Spacing, and Easing
  • 20 - Timing vs. spacing
  • 21 - Easing and texture
  • 22 - Timing and materials

  • 09. Squash and Stretch
  • 23 - Squashing and stretching
  • 24 - Squashing anatomically

  • 10. Arcs
  • 25 - Bouncing ball
  • 26 - Plotting arcs

  • 11. Primary and Secondary Action
  • 27 - Animate and inanimate motion
  • 28 - Hair, fur, and clothing

  • 12. Silhouette
  • 29 - Positive and negative spaces
  • 30 - Pushing the pose

  • 13. Line of Action and Reversals
  • 31 - Flexing the spine

  • 14. Anticipation, Overshoot, and Settle
  • 32 - Anticipating a reach
  • 33 - Overshoot and settle

  • 15. Opposing Action
  • 34 - Action and reaction
  • 35 - Opposing action in walks

  • 16. Counterpose
  • 36 - Counterpose when standing
  • 37 - Counterpose in action

  • 17. Leading Action
  • 38 - Leading gestures
  • 39 - Leading on walks

  • 18. Breaking Joints
  • 40 - Breaking joints on gestures
  • 41 - Breaking joints on walks

  • 19. Overlap and Follow Through
  • 42 - Overlap gestures
  • 43 - Follow through and moving holds

  • 20. Accents and Dialogue
  • 44 - Dialogue
  • 45 - Accenting dialogue actions

  • 21. Exaggeration
  • 46 - Plussing poses and faces
  • 47 - Plussing animation
  • 48 - Cartoon physics

  • 22. Conclusion
  • 49 - Wizard and next steps
  • 50 - Additional resources
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