Animation has no limits. Or better, it is limited only by animator's imagination. When you sit in front of an empty paper, it's completely up to you what will you "create"- will it be animal, human, maybe some fairy tale creature? Will it be anatomic correct, caricature or abstract? You can find all this in fine-art too… however here we add another dimension: motion. Still, the best work derivates from real life motion... but with a twist.

The first animation technique we will learn is named squash&stretch. S&S originates in anatomic principles, however through animation we can emphasize it and make it real useful.
Let's take a look at the example from real life. If you'll study some of the live-action movies in slow motion, you'll be able to see that human body actually squashes and stretches while performing certain actions (hardly noticable, of course). When you jump, the body first "stretches" to it's maximum point and when it lends on the floor it "squashes". And that's the principle on which the S&S technique is based upon. With it's help, we can liven up animation, and make it more fluid and interesting. However, while real person is limited by it's skeleton structure, that doesn't hold true to cartoon characters.
Picture 1
For a start let's learn basics of S&S, on the example of bouncing soft ball (see picture1). If we study motion, we can learn that the ball squashes&stretches by the rules of gravitation. I must emphasis however, that it's important what mass and what material we wish to attribute to the animated object. If the ball is lighter and made of harder material, it will deform much less, as if it's mass is greater.
Picture 2
click on picture to see bigger version
Now we'll try to expand this rule on more concrete character. Let's draw a rabbit. For easier understanding i simplified his structure. He is composed more or less from circles and elipses (picture3).
If the animation of life-less object was relatively simple, we bump in another problem while animating characters: acting.
Picture 3
Movement of rabbit is a bit more complex, so we'll use key frames this time. Take a look at the examples on picture 2. The animation is composed out of 8 key frames (there are a few inbetweens missing however...). In first step, bunny squashes a bit... That leads to the jump, where his body stretches. As it reaches the highest point of jump, the gravity plays it's part and body starts to return to it's primar (non deformed) shape… and then again stretches when it starts to fall. The landing is similar to the phases before jump, except the squashing is even more obvious now.
Note: the un-written rule of S&S technique is, that it's more visible with comic characters (Ren&Stimpy, 7 dwarfs in Snow White, etc.) and less obvious with anatomic correct ones.
You probably already noticed that the principle of bunny movement is completely the same as with ball's.
However, jumping is only the most obvious example of S&S technic. With a bit of inventiveness, we can use it practically anywhere.

If you observe you face in mirror while pronouncing vowels (A, E, I, O, U) or just making funny faces, you'll notice, that the face squashes and stretches as you do this. Picture 4.
Another good example are scenes with a lot of fast movement. . Typical example is the chase of cat and mouse in Tom&Jerry. The squash and stretch is there not just an element that adds to dynamic of the scene, but also helps viewer to follow the action which would be normally too fast for human eye.

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