Disney’s Twelve Basic Principles of Animation were introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation.
The 12 Principles Of Animation are: Squash and Stretch, Anticipation, Staging, Straight Ahead Action and Pose to Pose, Follow Through and Overlapping Action, Ease In and Ease Out, Arc, Secondary Action, Timing, Exaggeration, Solid drawing and Appeal.
SQUASH AND STRETCH – This action gives the illusion of weight and volume to a character as it moves.
ANTICIPATION- This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression.
STAGING- A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line.
STRAIGHT AHEAD AND POSE TO POSE ANIMATION- Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness.
FOLLOW THROUGH AND OVERLAPPING ACTION- When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action).
SLOW-OUT AND SLOW-IN- As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose.
ARCS- All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path.
SECONDARY ACTION- This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character.
TIMING- Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action.
EXAGGERATION – Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical.
SOLID DRAWING- The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life.
APPEAL- A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute.