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