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17.1. Principles of Animation 417
actions serves to underscore these properties and, in case of fast events, makes
sure the action will not be missed (see Figure 17.1(b)).
In real life, the main action often causes one or more other overlapping ac-
tions. Different appendages or loose parts of the object typically drag behind the
main leading section and keep moving for a while in the follow-through part of
the main action as shown in Figure 17.1(c). Moreover, the next action often starts
before the previous one is completely over. A player might start running while
he is still tracking the ball he just kicked. Ignoring such natural flow is gener-
ally perceived as if there are pauses between actions and can result in robot-like
mechanical motion. While overlapping is necessary to keep the motion natural,
secondary action is often added by the animator to make motion more interesting
and achieve realistic complexity of the animation. It is important not to allow
secondary action to dominate the main action.
17.1.3 Animation Techniques
Several specific techniques can be used to make motion look more natural. The
most important one is probably squash and stretch which suggests to change the
shape of a moving object in a particular way as it moves. One would generally
stretch an object in the direction of motion and squash it when a force is ap-
plied to it, as demonstrated in Figure 17.2 for a classic animation of a bouncing
ball. It is important to preserve the total volume as this happens to avoid the il-
lusion of growing or shrinking of the object. The greater the speed of motion (or
the force), the more stretching (or squashing) is applied. Such deformations are
used for several reasons. For very fast motion, an object can move between two
Figure 17.2. Clas-
sic example of applying the
squash and stretch princi-
ple. Note that the volume
of the bouncing ball should
remain roughly the same
throughout the animation.
sequential frames so quickly that there is no overlap between the object at the
time of the current frame and at the time of the previous frame which can lead
to strobing (a variant of aliasing). Having the object elongated in the direction of
motion can ensure better overlap and helps the eye to fight this unpleasant effect.
Stretching/squashing can also be used to show flexibility of the object with more
deformation applied for more pliable materials. If the object is intended to appear
as rigid, its shape is purposefully left the same when it moves.
Natural motion rarely happens along straight lines, so this should generally be
avoided in animation and arcs should be used instead. Similarly, no real-world
motion can instantly change its speed—this would require an infinite amount of
force to be applied to an object. It is desirable to avoid such situations in anima-
tion as well. In particular, the motion should start and end gradually (slow in and
out). While hand-drawn animation is sometimes done via straight-ahead action
with an animator starting at the first frame and drawing one frame after another in