Animation Principles
Design Elements
Design Principles
Animating 101
Codes + Conventions
100

This principle involves accelerating and decelerating an object to make its movements look realistic, ensuring it doesn't just start and stop abruptly.

Slow In and Slow Out

100

This element is a continuous mark made on a surface by a moving point and can be used to guide a viewer's eye or create boundaries.

Line

100

This principle occurs when two or more elements on a page are different, and is used to create visual interest or emphasis.

Contrast

100

These critical drawings or shots define the starting and ending points of any smooth transition or major movement in a sequence.

Keyframes

100

This camera angle is positioned directly above the subject, looking straight down, often used to make characters look vulnerable, small, or part of a wider landscape.

High Angle shot (or Bird's Eye View)

200

Pushes movements, expressions, or poses past the point of reality to make an action look more impactful or comical.

 Exaggeration

200

This element describes the tactile quality of a surface—how it feels, or how it looks like it would feel if touched.

Texture

200

This principle is the repeating of a visual element (such as a line, shape, or colour) in a consistent, predictable pattern throughout a design

Pattern

200

This three-letter acronym represents the number of individual images displayed each second in a video or animation to create the illusion of motion.

FPS (frames per second)

200

This specific type of lighting uses little light resulting in an abundance of shadows and darkness, frequently seen in Film Noir and horror movies.

Low-Key Lighting

300

Gives an object the illusion of weight and flexibility by distorting its shape as it moves and hits surfaces

Squash and Stretch

300

This element is three-dimensional, enclosing volume and having depth, width, and height.

Form

300

This principle involves organizing a design's elements in order of importance, guiding the viewer to look at the most critical information first down to the least critical.

Hierarchy

300

The 3 stages of the animation pipeline.

Pre-production, Production, Post-production

300

A sound that originates from within the world of the story, such as characters speaking or a car door slamming, which the characters themselves can hear.

Diegetic Sound

400

Different parts of a body or object continue moving even after the main action has stopped.

Follow Through and Overlapping Action

400

This element refers to the hue, value, and intensity produced when light strikes an object and reflects back to the eye.

Colour

400

This principle refers to the size relationship between an element and the whole composition.

Scale

400

This style involves manipulating physical objects, clay figures, or puppets one frame at a time, photographing each minor change.

Stop-Motion

400

This symbolic code refers to the physical time and place where a scene occurs, which instantly communicates context, mood, or historical background to the audience.

Setting

500

This principle requires the animator to understand three-dimensional space, volume, and balance so that a character looks correct from any angle.

Solid Drawing

500

A type of shape that is irregular, free-form, and most frequently found in nature.

Organic Shapes

500

This principles describes the relationship between the main subject and the background.

Figure-Ground

500

This comprehensive master document contains all the character designs, environment concepts, scripts, and stylistic choices for a specific animation project.

Production Journal (or animation bible)

500

In print media like magazines and newspapers, this is the structural arrangement of text, images, and headlines on a page that follows a predictable, genre-specific grid.

Page Layout

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