WEEK 2 Journey #1: Start from Form

Classic Disney cartoon brings us really comfortable experience. One of the reasons make it so cute and animate is that those fluent motion in old Disney cartoons follows the physical law really nice. The 12 basic animation guideline created by Disney are being used by many motion designers even now.

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For example, the first rule is Squash and Stretch, “adding exaggeration to an object in motion gives it a greater sense of weight and volume. This principle is often demonstrated with a bouncing ball: the ball appears stretched when it is falling and squashed when it hits the ground. By squashing and stretching the ball, an animator gives a more realistic feel.”

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This actually follows the physical low of motion and also shows the physical properties of the moving projects. This principle works really well on bouncing rubber balls and lively animated characters, but definitely bad on tough metal material or fragile material.

 

Also the 5th rule, follow-through, and Overlapping Action, the essence of this principle is to follow the inertia.a0da122038d69e9beedc226e5f0ef77a_m

In the same way, inertia is also a way of expressing physical properties, especially speed and weight. Imagine a light, slow-moving balloon with strong inertia?

 

Physical laws directed cartoon motion brings us much comfortable feeling. It expresses different properties of characters and objects to the audience. I’m thinking of reverse these physical rules to create a series of motions, make those comfort motion experience into discomfort one.

I tried to list some stuff with totally different properties (textures, weights, surface feeling…), and try to mix them up to create a  new, weird, cute motions.

e.g: light bulb with stone’s property, heavy, tough, unbreakable.

 

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