1. Squash and Stretch - This action gives the illusion of weight and volume to a character as it moves. This is useful in animating dialogue and facial expressions.
2. Anticipation - This movement prepares the audience for a major action the character is about to do, such as running, jumping or changing expressions. An example would be the backwards motion that takes place before a forward motion takes place.
3. Staging_ - A pose or action should clearly communicate to the audience the mood, attitude, reaction, or idea of the character as it relates to the story and the continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story.
4. Straight Ahead Action and Pose to Pose - Starts at the first frame and works frame to frame to the end of the scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness.
5. Follow Through and Overlapping Action - When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails, or a dress. Nothing stops all at once; there is a follow through.
6. Slow In and Slow Out - As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer poses/ frames make the action faster and more drawings make the action slower.
7. Arcs - All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure.
8. Secondary Action - All action adds to and enriches the main action and adds more dimension to the character animation, supplementing and / or re-enforcing the main action.
9. Timing - Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more frames between poses slow and smooth the action.
10. Exaggeration - Exaggeration is not extreme distortion of a pose or extremely broad, violent action all the time. It’s like a caricature of facial features, expressions, poses, attitudes and actions.
11. Solid Drawing - The basic principles of form, weight, volume solidity and the illusion of three dimension apply to animation as it does to the academic art. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life.
12. Appeal - A live performer has charisma. An animated character has appeal. Appealing animation does not mean being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute.
Thomas, Frank, and Ollie Johnston. "The Principles of Animation." Disney Animation: The Illusion of Life. New York: Abbeville, 1981. 47-69. Print.
List of components in good animation:
1. Inner feelings and emotion
2. Acting with a clear and definite action
3. Character and personality
4. Thought process through expression changes
5. Ability to analyze
6. Clear staging
7. Good composition
8. Timing
9. Solidity in Drawing
10. Power in drawing
11. Strength in movement
12. Imagination
Each one of these components relates in every way to the 12 Principles, and to Walt Disney’s original desire to make the animations and characters relatable, and able to convey feelings. 2. relates to “squash and stretch” as well as “arcs.” 3. relates to appeal, 4 relates to “squash and stretch.” All of these can be looked at and related to the above principles of animation; this list is a great tool to use for any animator.
Thomas, Frank, and Ollie Johnston. "Appeal and Dynamics." Disney Animation: The Illusion of Life. New York: Abbeville, 1981. 137. Print.