This is the note that I made, You dont need to watch the video after reading these but he's explaining it in entertaining way so the choice is upto you : 1.TIming and Rhythm : It should look natural/real. 2. Spacing: If there's too much gap between keyframes, make sure animation favors the frames in that gap else it'll look weird. 3.Squash and stretch : volume and density must be same throughout anim ,but shape should be changed in a way that'll look realistic. 4. Arcs :body must follow actual physics. 5.Anticipation: body should show potential energy ( making viewers think, now it's gonna do something) 6. Drag & Follow: show inertia. 7.Asymmetry: It's not about first or last position. Make sure they're behaving differently thoughout animation. 8.Overlapping action: body shouldn't move like robot. U need a breakdown pose that will kinda signal that this is gonna happen next. ex: when u turn ur body around, your eyes turn first, then bit of your shoulder, then other parts. This is like making a drama scene. 9. Secondary action: things that's happening but not so important. 10. Exaggeration: don't do over-acting. 11.Consistency: literally 12. Staging & Clarity: if you're doing pose, show it on a silhouette level. 13.Readability & Focus : to let viewers know what aciton the body just did, you need to hold it at least 2 sec. Have 1 focus point, not many things happening at same time that'll confuse viewer.
Really glad I clicked on this. I thought it might be an annoying Ted style talk- heavy on the sense of enlightenment and light on practical information, but it was completely the opposite, packed with direct practical information. (Funny how he even made a joke about that kind of talk "The new principles of animation".) Thank you Hjalti!
@@dinoschachten I'm not sure what a "wrong speed" would be. Sometimes I watch things at 1x, but usually that IS a "wrong speed", for me. Everybody's different though. It's nice to have choices.
Nice! I think most of them I already understood intuitively before, but very nicely laid out, especially holding action for a number of frames is an interesting concept! Also a very likeable presentation! :)
Awesome video! I wonder how much more he has to say about all of this if he were to give the talk on a podcast or something wherre time is not of the essence. And if such video/podcast exists.
Thank you for this video, it's very informative and can point people to subject areas to explore for making good animation with some knowledge. It will probably still improve the world animation level even though it's view count is not that high.
Toon Scheur there are a lot more like Morphing and Fabrication (for stop motion) but you can see them as secondary I guess. It just really depends on the animation.
thats not what secondary action means. Secondary action is the action that results from another action, like a horse's tail that bounces along after the horse's butt. What he's describing is sometimes called 'business' in act/directing terms.
Ricardo Mata That "12 frames" figure is an average. They didn't really keep it as 12 fps in a constant manner. It refers more to how many frames the animators would actually sit buts down and draw vs how many frame are repeated. For example, an animator might draw 10 frames for a walk cycle, and then loop it for a minute and half. Or in a Dialog scene the Characters talking are just moving their mouths. This technique is used to same up time and resources for the Big/Important moments (The money shots). like for example an Epic fight scene, epic Dolly zoom or a hot chick tucking her hair behind her ear while the MC looks at her lustfully from the other side of the classroom. In those moments the Animator will go all the way to 24 fps. In Japan they call this "Sakuga". Now of course, with modern Animation software, even with 2d, its posible to generate interpolated frames to get 24 fps. But so far, i only see western children cartoons taking advantage of that. Animated hand-drawn action/adventure shows that want to keep a "Animesque" esthetics, tend to keep it more old school.
OMG That was very stressfull!!!! Why do you HAVE to fit all these things in half time than what you planned? Just leave some parts out or plan your presentation better to fit the time given!!
Hell, I wouldn't like to have this dude as a teacher! He knows what he's talking about but has no idea how to explain it, and makes it really confusing. And he says last time it was a mess! 🥨
This is the note that I made, You dont need to watch the video after reading these but he's explaining it in entertaining way so the choice is upto you :
1.TIming and Rhythm : It should look natural/real.
2. Spacing: If there's too much gap between keyframes, make sure animation favors the frames in that gap else it'll look weird.
3.Squash and stretch : volume and density must be same throughout anim ,but shape should be changed in a way that'll look realistic.
4. Arcs :body must follow actual physics.
5.Anticipation: body should show potential energy ( making viewers think, now it's gonna do something)
6. Drag & Follow: show inertia.
7.Asymmetry: It's not about first or last position. Make sure they're behaving differently thoughout animation.
8.Overlapping action: body shouldn't move like robot. U need a breakdown pose that will kinda signal that this is gonna happen next. ex: when u turn ur body around, your eyes turn first, then bit of your shoulder, then other parts. This is like making a drama scene.
9. Secondary action: things that's happening but not so important.
10. Exaggeration: don't do over-acting.
11.Consistency: literally
12. Staging & Clarity: if you're doing pose, show it on a silhouette level.
13.Readability & Focus : to let viewers know what aciton the body just did, you need to hold it at least 2 sec.
Have 1 focus point, not many things happening at same time that'll confuse viewer.
thanks
This guy was beyond amazing, his delivery was exceptional and his humour kept me mad entertained, would love to attend any seminars he has
Where can I sign up to watch this guy on a regular basis? Crazy good.
Blender cloud I guess.
Why is your name highlighted?
@@ChrisD__ because he has more than 100 thousand subscribers.
@Bjorn Kylo you did a great job of making me never try it out.
Really glad I clicked on this. I thought it might be an annoying Ted style talk- heavy on the sense of enlightenment and light on practical information, but it was completely the opposite, packed with direct practical information. (Funny how he even made a joke about that kind of talk "The new principles of animation".)
Thank you Hjalti!
Awesome! Learned a lot and the delivery was great.
Thanks for the intro, now please do a half hour video for each of these principles! :-)
For Reference:
1. Timing & Rhythm
2. Spacing
3. Squash & Stretch
4. Arcs
5. Anticipation
6. Drag & Follow Through
7. Asymmetry
8. Overlapping Action
9. Secondary Action
10. Exaggeration
11. Consistency
12. Staging and Clarity
13 Readability and Focus
just got my first animating freelance job and this presentation could not have come in a more appropriate time. thank you sir.
Wow! Exceptional content. But equally exceptional delivery!
Still looking at this in 2022. Want to become a 3-D Animator and these references are soooo helpful.
I thought my vid was 2x speed lol he talks fast
Ikrr
I watched this in it's entirety in 2X. Watch most things on YT in 2x. Hope they bring out 2.5 and 3X at some point.
Okay, I'm reading this a lot lately. What's up with this new "trend" of watching videos at wrong speeds? :D
@@dinoschachten I'm not sure what a "wrong speed" would be. Sometimes I watch things at 1x, but usually that IS a "wrong speed", for me. Everybody's different though. It's nice to have choices.
i usually watch videos at 1.5x speed, did not need to do that
One of the best animation talks ive everseen
Damn. Really powered through it. Awesome!! :D
This video has taught me more about improving my animation than literally any other video ever.
Thanks so much!
What a funny guy! That was a great presentation!
Holy shit I love this guy. :D
Wooaah u still alive
Thanks sensei for the Excalibur
Amazing talk! Great to see a bit more of an interpretation of the principles instead of just definitions
this guy? hes awesome. every time he does a talk its awesome
like watching a transformers movie. that was funny.
The grin and the coughing. :D Really loved it.
Thanks for the tips! I’ll try to make animations using these :)
4:12 - Timing and Rhythm
7:05 - Spacing
9:09 - Squash & Stretch
10:30 - Arcs
12:04 - Anticipation
13:02 - Drag and Follow Through
14:39 - Asymmetry -> (Behaving differently)
15:52 - Overlapping action
17:55 - Secondary Action
19:44 - Exaggeration
20:30 - Consistency
21:43 - Staging and Clarity
23:23 - Readability a focus -> (for a dialogue, holding it for two frames increases readability)
HH you really made the concepts clearly understandable. Great!
He's like Jim Carrey. Very inspiring speech! Thanks a lot, Hjalti!
25:32 )))))
Simply great! And such fun to watch:) And learning.....
Hjalti never disapoints. :)
real thing is, artist never professionals, artists only focus on learning more and more
This is really helpful!
Nice! I think most of them I already understood intuitively before, but very nicely laid out, especially holding action for a number of frames is an interesting concept! Also a very likeable presentation! :)
Bravo!
Super interesting, great job, thank you.
Next time he'll do it in 15mins? XD But good stuff, awesome! o_o
Can’t help but think how much more amazing this talk would be if he had more time to get into more details
Awesome presentation mate!
thank you, Hjalti! Awesome guide!
thank you
Amazing, lively and informative presentation :)
Really great talk, good work!
Awesome video! I wonder how much more he has to say about all of this if he were to give the talk on a podcast or something wherre time is not of the essence. And if such video/podcast exists.
Thank you for this video, it's very informative and can point people to subject areas to explore for making good animation with some knowledge. It will probably still improve the world animation level even though it's view count is not that high.
Beginner animators should start with this video, not with using Blender or Maya.
Oh, learnt a lot. Thank you so much :)
I gotta watch this!
Very interesting and informative.
Nice bone structure bro
Thanks
It's really great points
I liked your talk. Thanks
And what about moving holds? And there is also a wave principle (I had an example of some referencing Don Bluth)
Toon Scheur there are a lot more like Morphing and Fabrication (for stop motion) but you can see them as secondary I guess. It just really depends on the animation.
@15:25 OMG Hjalti is Agent 327!
Brilliant. There always seems to be a handful of fools that have to down vote quality content.
He needs to write a book.
this one was awesome xD
Oh my god
MOON KNIGHT?
That toddler example goes for girlfriends as well.
Hjalti Hjalmarsson great presentation
Super
12:01
transformers movie comment lol. loved it, very true (y)
20:14 why didn't you show the slide :(
Posted in Motion Lovers
great
thats not what secondary action means. Secondary action is
the action that results from another action, like a horse's tail that bounces along after the horse's butt. What he's describing is sometimes called 'business' in act/directing terms.
It depends
I dont understanding spacing
Do people actually use straight forward animating technique? I havent met a single animators that actually use it.
Well we do see those in animations all the time, so it's probably one of those things that become instinctive to people who have done it for a while
First tutorial on youtube I had to slow down.
CASEY AFFLECK?
#COOL
Could you make a video in Spanish pliis ??
how the fuck do i make something fall in an arc?! THERE IS NO ARC AXIS I CAN LOCK IT TO
why the hell a smart guy is even hot
Wait I thought animation was supposed to be 12 frames per second.
Good animation has variable frames rate. Good Directors and animators know when Jack up the frame rate and when to reduce it.
Jasc Random Ok so the normal frame rate used today is 24 frames? Cuz in 2D in the old days they used 12 as the norm.
Ricardo Mata That "12 frames" figure is an average. They didn't really keep it as 12 fps in a constant manner. It refers more to how many frames the animators would actually sit buts down and draw vs how many frame are repeated. For example, an animator might draw 10 frames for a walk cycle, and then loop it for a minute and half. Or in a Dialog scene the Characters talking are just moving their mouths.
This technique is used to same up time and resources for the Big/Important moments (The money shots). like for example an Epic fight scene, epic Dolly zoom or a hot chick tucking her hair behind her ear while the MC looks at her lustfully from the other side of the classroom. In those moments the Animator will go all the way to 24 fps. In Japan they call this "Sakuga".
Now of course, with modern Animation software, even with 2d, its posible to generate interpolated frames to get 24 fps. But so far, i only see western children cartoons taking advantage of that. Animated hand-drawn action/adventure shows that want to keep a "Animesque" esthetics, tend to keep it more old school.
Jasc Random Sweet, thanks for explaining that!
at 1:10- i think we can all agree that we preferred the list.
Speaker too distractingly handsome, sadly I still can't animate after watching the talk
Also at 25:39 the adorability factor was too high to bear and sent me into a coma
Please tell the Blender Foundation I will be suing
You wanna see what's more funny, watch ball bouncin and him explain with .25x speed
Guys all over the place
He looks like Casey Affleck
OMG That was very stressfull!!!! Why do you HAVE to fit all these things in half time than what you planned? Just leave some parts out or plan your presentation better to fit the time given!!
Hell, I wouldn't like to have this dude as a teacher! He knows what he's talking about but has no idea how to explain it, and makes it really confusing. And he says last time it was a mess! 🥨