Animation principles to bring movement to life. Having clarifi the difference between spacing and timing let’s see how to make our animation more alive using some simple principles that you will find in this (non-exhaustive) list. Slow in/slow out (acceleration and deceleration) squash and stretch advance follow-through (movement that follows the end of the main one) overlapping string movement slow in/slow out or the easing of spe curves no movement in the real world is “linear” in terms of spacing: this means that you will hardly see an object fall or slide while maintaining its constant spe of movement.
An example of a movement that is not linear
To give greater realism to the movement. It is advisable to country email list ensure that a movement does not have a constant spe … But that there is acceleration and deceleration at the right moments. I.e. At the beginning and end of the movement. An example of a movement that is not linear. The object accelerates halfway and then decelerates. Giving greater realism to the animation. The trend of the non-linear movement is render by a spe curve that changes over time (note the high central peak). The object starts slowly and gains spe and then loses it (curve that flattens).
The volume of the object during
Squash and stretch to make the movement EW Leads more convincing it is important to imagine the object as if it were a real element. I.e. One with weight and volume. The volume of the object during the movement is exaggerat and exaggerat with the squash & stretch technique : when it starts to pick up spe the object is compress (load ) and then lengthens at the moment of maximum spe and compresses again during the end of travel . A hint of squash and stretch gives the movement more cr ibility. If exaggerat this can give a “cartoonish” look to the animation.