This page lists tutorials that are part of the Principles of Animation BSoD project. There are two categories: small tutorials, to illustrate something more specific and projects, that should cover multiple principles.
Squash and Stretch
The "stretch to" constraint can be used for squashing and stretching a rigged model, by actually changing bone sizes.
Strobing, also called jerkiness, is what happens when the illusion of motion is broken and we perceive the individual images on-screen, instead of smooth animation. Squash and Stretch was initially also a way to fight this problem, so for fun we try it in a very simple setup.
Tutorial: Strobing .blend file
Follow Through and Overlapping Action
Using a softbody subdivided plane to demonstrate simulated follow through, overlapping and dragging.
Believable movement and proper timing are the keys to the illusion of weight in animations.
Tutorial: Weight and momentum .blend file
Illusion of Motion
As we've mentioned in the introduction to the principles, at least some academics studying how we perceive movement believe that persistence of vision is a myth and the true explanation of why we perceive motion in films has to do with short-range aparent motion. Peripheral drift illusion is also related to that, so here's a .blend showcasing it. Just for fun.
As pointed in the article at Wikipedia, it's easier to see the illusion if we fixate off to the side of it and blink fast or while we read text by the side of the image.
Tutorial: Peripheral Drift Illusion .blend file
These projects involve simple modelling, preparing objects and characters for personality animation and creating simple animations to showcase all principles. For now only the initial .blend files (some still being worked on) are available.
A classic exercise from traditional animation. Besides using Squash and Stretch to achieve a nice cartoony animation of the ball, we can also apply other principles and "give life to it".
Half-filled flour sack
Another classic exercise on movement and personality development, where many of the principles can be applied.
Simple hierarchical character reproducing the one George Maestri presents in his [Digital] Character Animation 2: Volume 1 book. It can be animated piece by piece via hierarchy, parenting all parts to a root one. But to help we've added an armature to it. No deformations, each separate piece was parented to a bone.
A tribute character based on Blender's Suzanne (that's where its head started) and the "circles and rubber hose" classic heroes, like Mickey Mouse and Felix the Cat. We will use it for exercises like trying to reproduce the rubber hose arms and also in animations using the 12 principles.
Jason Osipa uses this very simple but effective model to showcase facial expressions and simplified lip synchronization. It's great for practicing.
My apologies, I was not able yet to add enough content here. Most available .blend files are still work in progress, too, but they can already be played with.
Summer of documentation 2006 -- Willian 23:36, 26 July 2006 (CEST)