Across
- 1. A technique where an animated character or object is drawn in a more exaggerated way to show velocity, momentum, and mass. Ex: a bouncing ball looks squashed when it hits the ground and stretched when it’s in the air.
- 3. references the timing of an object or a figure at the beginning and the end of a sequence. Created in animation by including more in-between frames in the beginning and the end of an action, with few frames in the middle of the action.
- 4. the animation principle that requires drawings to have visual interests and be pleasing to look at.
- 5. A curved visual path for a character’s actions from one extreme to another. This creates motion that has more expression and is less stiff.
- 8. A slight variation in the timing and speed of free or loose parts in an object to make it look more natural. Maintains constant flow between phases of action.
- 10. The act of showing or presenting an idea in a completely clear manner, so the audience will understand what the message is.
- 11. The animation principle focused on the importance of smaller actions to support the main actions.
Down
- 2. Intensifying actions, emotions, or characteristics in order to capture the audience’s interests.
- 5. Creating a way for the audience to expect and be ready for the next action.
- 6. the animation principle that considers how to represent the weight, depth, and balance of 3D figure in a 2D space.
- 7. Sketching out the key poses first before filling in the in-between poses.
- 9. The animation principle that the number of frames used for an action determines how long that action is on the screen.
- 11. Animating an action from the first drawing to the end of the sequence in order.