CHAPTER III.
2-D Animation
At the end of the lesson, the students will be able to:
1. Discuss the Principles of Animation
2. Perform the 2-D Animation Process
Definition of terms
1. Animation- The process of creating the illusion of movement by displaying a sequence of
images, drawings, or digital frames in rapid progression.
2. Keyframe- A major drawing or frame that marks an important pose or action within an
animation sequence.
3. In-betweening (Twinning)-The technique of generating the transitional frames between
keyframes to produce smooth and continuous motion.
4. Frame Rate- The number of frames displayed per second (fps), which determines the
speed and smoothness of the animation.
5. Motion Path-The visual trajectory or route that shows how a character or object moves
within a scene.
ICT 221 Introduction to ICT Specializations I
3.1 Principles of Animation
1. Squash and Stretch
This principle gives characters a sense of weight and flexibility as they
move. Squash and stretch help show how soft or rigid an object is and add
life to facial expressions and body movement. It is one of the most
essential animation principles and is used in everything from bouncing
balls to walking cycles.
2. Anticipation
Anticipation prepares the audience for an action that is about to happen.
Before a major movement, the character often performs a smaller motion
first—for example, bending before jumping or winding up before throwing.
This helps make the main action clearer and more convincing.
3. Staging
ICT 221 Introduction to ICT Specializations I
Staging ensures that the character’s pose or action clearly communicates
the idea, mood, or intention of the scene. Good staging directs the
viewer’s attention and helps the story flow smoothly. Background
elements and character movements should work together so the audience
easily understands what is important.
4. Straight Ahead Action & Pose to Pose
These are two different animation methods. Straight ahead animation
involves drawing each frame in sequence, resulting in energetic and fluid
motion. Pose to pose animation starts with key poses and fills in the in-
between frames afterward, making it easier to control timing and
proportion.
5. Follow-Through and Overlapping Action
When a character stops moving, parts of the body such as hair, clothing,
or tails continue moving briefly before settling. Different parts of the body
may move at slightly different times, creating overlapping action. These
details make movement feel more natural and less mechanical.
ICT 221 Introduction to ICT Specializations I
6. Slow In and Slow Out
Movements in animation start slowly, speed up, and then slow down again
before stopping. Adding more frames at the beginning and end of an
action makes it appear smoother and more realistic.
7. Arcs
Most natural actions follow curved paths rather than straight lines.
Whether it’s a hand gesture or walking motion, arcs help create more
natural and visually pleasing movement.
8. Secondary Action
Secondary actions support or enhance the main action to add more depth.
For example, a character may gesture with their hands while walking or
show facial expressions while speaking. These actions should not distract
from the primary movement—they should complement it.
9. Timing
ICT 221 Introduction to ICT Specializations I
Timing refers to the number of frames used for an action and affects how
fast or slow it appears. Proper timing helps convey weight, mood, and
personality. It can also create dramatic impact or comedic effect
depending on how it is used.
10. Exaggeration
Exaggeration is used to make actions or expressions more noticeable and
interesting. While it enhances the visual appeal, it must still feel
believable. Effective exaggeration strengthens emotions, gestures, and
storytelling.
11. Solid Drawing
This principle involves using good drawing skills to create believable
shapes, weight, balance, and anatomy. Characters should feel three-
dimensional and consistent. Solid drawing helps make movement and
forms look convincing.
ICT 221 Introduction to ICT Specializations I
12. Appeal
Appeal refers to the quality that makes a character attractive or
interesting to watch. It doesn’t mean they must be “cute”—even villains
need strong appeal. Clear design, readable shapes, and strong personality
help a character stand out.
ICT 221 Introduction to ICT Specializations I