Beginner Topic 13 of 49 Graphics, Vision & Media
Animation Principles
Techniques creating motion from sequences of frames.
How it works
Animation principles come from traditional Disney animation and guide believable motion: squash and stretch, anticipation, staging, straight-ahead versus pose-to-pose action, follow-through and overlapping action, slow in and slow out, arcs, secondary action, timing, exaggeration, solid drawing and appeal. In computer animation, these are applied through keyframes, interpolation curves and easing functions, with the animator specifying key poses and the computer generating in-betweens.
Where it is used
Character animation in film and games, user interface motion that gives feedback and hierarchy and motion graphics all apply these principles.
Common pitfall
Linear interpolation looks robotic, so use easing. Too much or too long animation slows users and can cause discomfort, so respect reduced-motion preferences. Inconsistent timing across the interface feels sloppy. Motion should serve communication, not decoration. Observe real motion, use easing and arcs, and keep interface animations short, roughly 150 to 300 milliseconds.
Where it fits in the course
Animation Principles is topic 13 of 49 in Graphics, Vision & Media, rated Beginner. It follows Matrices in Graphics. The next topic is Game Loop.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
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