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100

This principle of animation focuses on clarifying character movements by making them larger than life.

Exaggeration

100

The presentation of an animation so that every action is clear to the audience.

Staging

100

The principle of animated objects getting longer when falling and wider when landing.

Squash and Stretch

100

The visual charisma/interest of a design in animation. Includes shape language, size, color, and facial expressions.

Appeal

100

The act of giving shapes volume in order to animate them more convincingly.

Solid/3d Drawing

200

The action that follows a central sequence, like a long cape falling behind a superhero who has just landed from flight.

Follow through

200

The act of moving into an action or out of an action at a different pace than the action takes place. A trick used to time animations, so they appear realistic.

Slow in/Slow out

200

When a character prepares for an action before starting it, like crouching before a jump or winding up to punch someone.

Anticipation

200

A circular path used to make actions flow better and feel more realistic.

Arcs
200

The movement in an animation that isn't the center of attention, but adds character to a sequence.

Secondary action

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