- Squash and stretch for movement
- Keep overall volume of object the same by lessening other values
- Anticipation for ease in
- Staging for focus of attention
- pauses to process, like in tom and jerry most of the time
- Straight ahead/pose to pose
- For determining how you want to fill in gaps of animation
- Keep center of balance in mind
- Follow through and overlapping action
- Slow in slow out
- Bezier curves to mimic physics
- Arcs
- To mimic normal human movement
- Secondary action
- What other supplementary actions can be used to support, but not distract from the main animation?
- Timing
- How many frames an animation has determines intent
- So crazy how much nuances there are
- Twos > ones for saving time
- Exaggeration
- More convincing
- Choose how long you want to show the extreme animation
- Go back a step when you feel it's too extreme
- Solid drawing
- Making sure the illustrations are distinct and are fitted well into the scene
- 3d animation avoid twinning - symmetrical animation
- Appeal
- One interesting trait about a character via design
- Clear shape, like in sihlouette
- Accentuate what makes it unique, like in pixel art you minimize the irrelevant details