5th – Follow through and Overlapping Action, two separate sets of movement on the same thing, such as long coat on a running man.
6th – Slow In and Slow Out, the acceleration and deceleration of motion in actions.
7th – Arcs/Parabolas of Motion, thrown objects don’t move in a perfect semi-circle trajectory. They usually have the sharpest turn at the peak of the throw.
I must show an example of these principles with a character and method of movement picked at random;
“A little girl with a medium length pony tail, riding a space hopper.”
The main focus here is animation, not the rendering so it doesn’t have to be perfectly drawn. My first try of the space hopper, I used key framing to get it down. Then I added in the tweens…
The movement is a bit slow, but this is why we key frame so I can see this sort of thing…
The jump is more exaggerated, however, Gareth pointed out that the mass is changing with the squash and stretch. I forgot to consider, when something stretches, it would elongate rather than stay the same width, as well as with squashing, as it flattens it would get wider.
Though I corrected this, I saved straight over it when I went to draft the pony tail.
Far from finished, but I believe the movement is down.