The 12 Principles of Animation
James Ritchie 
 In their 1981 book, The Illusion of Life, Disney animators Ollie Johnston and
  Frank Thomas introduced the twelve principles of animation. The pair were part
  of Disney’s “Nine Old Men,” the core group of animators who were instrumental
  in creating Disney’s animation style. The twelve principles have now become
  widely recognized as a theoretical bedrock for all artists working on animated
  video production.
In order, they consist of:
 Squash and Stretch                    Ease In, Ease Out
 Anticipation                          Arcs
 Staging                               Secondary Action
 Straight Ahead Action and Pose-to-    Timing
  Pose                                  Exaggeration
 Follow Through and Overlapping        Solid Drawing
  Action                                Appeal
   Squash and Stretch
 Squash and stretch is debatably the most fundamental principle. Look at what happens
  when a ball hits the ground. The force of the motion squashes the ball flat, but because
  an object needs to maintain its volume, it also widens on impact. This what’s called
  squash and stretch.
Squash and Stretch
Squash and Stretch
Squash and Stretch
Squash and Stretch
  Anticipation
 Imagine you’re about to kick a soccer ball. What’s the first thing you do? Do you swing
  your foot back to wind up? Steady yourself with your arms? That’s anticipation.
  Anticipation is the preparation for the main action. The player striking the soccer ball
  would be the main action, and the follow-through of the leg is well… the follow through.
Anticipation
Anticipation
Anticipation
Anticipation
   Staging
 Staging is the presentation of any idea so that it is completely an unmistakably clear.
  This is a very broad principle because it covers so many areas of animation. It can apply
  to acting, timing, camera angle, position and setting.
   Staging
 Staging is one of the most overlooked principles. It directs the audience’s attention
  toward the most important elements in a scene in a way that effectively advances the
  story. In the clip below, the placement of the character within the scene allows us to
  quickly follow his actions and gives us a good sense of the physical layout.
Staging
Staging
   Straight Ahead Action and Pose-to-Pose
 These are two ways of drawing animation. Straight ahead action is where you draw each
  frame of an action one after another as you go along. With pose-to-pose, you draw the
  extremes – that is, the beginning and end drawings of action – then you go on to the
  middle frame, and start to fill in the frames in-between.
Straight Ahead Action and Pose-to-Pose
Straight Ahead Action and Pose-to-Pose
Straight Ahead Action and Pose-to-Pose
Straight Ahead Action and Pose-to-Pose
   Follow-Through and Overlapping Action
 When a moving object such as a person comes to a stop, parts might continue to move in
  the same direction because of the force of forward momentum. These parts might be
  hair, clothing, jowls, or jiggling flesh of an overweight person. This is where you can see
  follow-through and overlapping action. The secondary elements (hair, clothing, fat) are
  following-through on the primary element, and overlapping its action.
Follow-Through and Overlapping Action
Follow-Through and Overlapping Action
Follow-Through and Overlapping Action
   Ease In, Ease Out
 When you start your car, you don’t get up to 60 mph right away. It takes a little while to
  accelerate and reach a steady speed. In animation speak, we would call this an Ease Out.
 Likewise, if you brake, you’re not going to come to a full stop right away. (Unless you
  crash into a tree or something.) You step on the pedal and decelerate over a few seconds
  until you are at a stand-still. Animators call this an Ease In.
Ease In, Ease Out
Ease In, Ease Out
Ease In, Ease Out
   Arcs
 Life doesn’t move in straight lines, and neither should animation. Most living beings –
  including humans – move in circular paths called arcs.
 Arcs operate along a curved trajectory that adds the illusion of life to an animated object
  in action. Without arcs, your animation would be stiff and mechanical.
Arcs
   Secondary Action
 Secondary actions are gestures that support the main action to add more dimension to
  character animation. They can give more personality and insight to what the character is
  doing or thinking
Secondary Action
   Timing
 Timing is about where on a timeline you put each frame of action. To see what this
  means in action, let’s look at the classic animator’s exercise: the bouncing ball that we
  saw earlier when we were talking about squash and stretch. (The reason this is a popular
  assignment is that there is a lot of wisdom to be gained from it!)
Timing
Timing
   Exaggeration
 Sometimes more is more. Exaggeration presents a character’s features and actions in an
  extreme form for comedic or dramatic effect. This can include distortions in facial
  features, body types, and expressions, but also the character’s movement. Exaggeration
  is a great way for an animator to increase the appeal of a character, and enhance the
  storytelling.
Exaggeration
    Solid Drawing
 Solid drawing is all about making sure that animated forms feel like they’re in three-
  dimensional space
Solid Drawing
   Appeal
 People remember real, interesting, and engaging characters. Animated characters should
  be pleasing to look at and have a charismatic aspect to them; this even applies to the
  antagonists of the story.