Across
- 2. The personality and nature of an animation is greatly affected by the number of frames inserted between each main action.
- 5. The presentation of any idea so that it is completely and unmistakably clear.
- 7. The principle that most living creatures move in a circular path.
- 9. Used to prepare the viewer for an action, such as a crouch before a jump or an arm pulling back for a punch.
- 10. Describes gestures that support the main action to add more dimension into the character animation.
- 11. The technique of squashing or stretching elements of a character or object (such as a bouncing ball) to exaggerate movement in the related direction.
Down
- 1. Principle of animation that covers the notion that different parts of a character’s body will move at different rates.
- 3. Refers to the way that all movement starts slowly, builds speed and finishes slowly
- 4. How every action pose, and expression can be taken to the next level to increase the impact on the viewer.
- 6. Making sure that forms feel like they are in three dimensional space, in terms of volume, weight and balance.
- 7. Characters that you animate should be somewhat pleasing to look at. Characters should have a charismatic aspect.
- 8. Two methods used to animate drawings. The first method is like animating as you go. The second method is where you draw the beginning and end of each main pose.