Tuesday 21 September 2010

Explaining Motion Graphic Principles

There are 6 basic motion graphic design principles, they are:
  • Squash and Stretch - is when an object, within an animated action is distorted to convey the physical properties and to make the object more realistic, for example a ball bouncing up and down.

  • Anticipation/Motivation - is when an object is preparing for the action, for example a rocket shaking for before it takes off.

  • Timing - is when different object move at different times to then create a sense of weight and size of the objects.

  • Exaggeration/Staging - is where the action at which the object is doing is exaggerated to the point when the idea is unmistakably clear.

  • Pause - Look in Motion graphic design book for explanation.

  • Acceleration/deceleration - is where it 'helps establish natural movement' (Motion Graphic Design and Fine Art Animation, Jon. S. Krasner, pg 145), especially in real life things spead up and slow down.

These I found using Google Books, the book is called Motion Graphic Design & Fine Art Animation: Principles and Practice, by Jon. S. Krasner.

However, I have noticed that in the brief there has been mentioned other principles that would be helpful towards creating a better animation. Those other principle are:

  • Speed of Change - is spacing of the in-between keyframes to achieve natural movement.

  • Arcs - is the visual path of action for natural movement, for example when a ball is thrown into the air it doesn't fall straight down, there is a curve/arc.

  • Motion Blur - is used to enhance the movement of an object, for example as an object flies throw the air, there is a motion blur to make it more realistic.

  • Follow Through - is when the action of an object is finished, for example a golfer swinging to hit a ball, his/her swing carries on even after he/she has hit the ball, he/she doesn't stop as soon as they have hit the ball.

  • Overlapping Action - is when a second action starts before the first action ends, meaning there is always for the audience to look at.

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