Principles of Traditional Animation Applied to 3D Computer
Animation
Reference: John Lasseter, "Principles of Traditional Animation Applied to 3D
Computer Animation", Computer Graphics, pp. 35-44, 21:4, July 1987
(SIGGRAPH 87).
George Maestri, "Digital Character Animation", New Riders Press, 1996.
Introduction
Many of the principles of traditional animation were developed in the 1930's
at the Walt Disney studios. These principles were developed to make animation,
especially character animation, more realistic and entertaining. These
principles can and should be applied to 3D computer animation.
Principles of Traditional Animation
The following principles were developed and named:
- Squash
and Stretch - defining the rigidity and mass of an object by distorting
its shape during an action
- Timing
and Motion - spacing actions to define the weight and size of objects and
the personality of characters
- Anticipation
- the preparation for an action
- Staging
- presenting an idea so that it is unmistakably clear
- Follow
Through and Overlapping Action - the termination of an action and
establishing its relationship to the next action
- Straight
Ahead Action and Pose-to-Pose Action - The two contrasting approaches to
the creation of movement
- Slow
In and Out - the spacing of the in-between frames to achieve subtlety of
timing and movement
- Arcs - the visual path of action for natural movement
- 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
Personality
in character animation is the goal of all of the above.

Main Animation Page
HyperGraph Table of Contents.
HyperGraph Home page.
Last changed on March
14, 1999 by G. Scott
Owen, owen@siggraph.org