SQUASH AND STRETCH
Squash and Stretch is one of the more common principles put into animation just because of how important this principle is alone. This method allows certain assets, props, items, etc to  show a more lively visual by adding in frames that give certain motions, weight, volume, and elasticity.  This way any motion given to each asset doesn’t look static, or lazily made. All animation no matter how fictional, or realistic you try to make it, needs this principle.  If you try to simulate reality you must use this method to be as accurate to real physics as possible.  If youre trying tp make something cartoony, or fctional this method is great for exaggerating movments of objects, and emotion of characters.
One of the most well known examples of this principle in action is the visual showing of how a bouncing ball follows this method.
- As the ball rises and falls it stretches thinner, and thinner in order to simulate the ball accelerating, whether its due to gravity or an inital force pushing it in a certain direction. Â As
- As the ball reaches the ground its shown to squash, and flatten itself to show the exaggerated impact the ball had upon landing, once it starts to bounce the cycle of stretching and squashing continues as the motion continues.
Another example that may have been thrown over your head is the Squash n Stretch principle being implemented into emotional expression of the face of a character. Â This example can be pretty obscure if you don’t pay enough attention, or if the animator isn’t trying to overly exaggerate emotions.
This can be seen in most animated entertainment media made in the last 70 years or so. Disney does it with characters, like Mickey Mouse, and the characters made for Peter Pan. Â A lot of cartoons made in the 90’s, and 2000’s, like Ren n Stimpy, Animaniacs, and Chowder all have some kind of squash n stretch to show off the uncanny emotions these characters were able to portray.
Rules To Follow!
Keep Consistency
You should always make sure the action of whatever addresses this principle is consistent. Â Always be sure to squash as much as you stretch and vice versa.
Speed = Intensity
The speed of your asset determines how much you should stretch your object, the faster it is the more you stretch. Â The Slower it is, the less deformation should be applied.
PRINCIPLE #2 ANTICIPATION
This link brings you to the next explaination to the second principle, called Anticipation.
PRINCIPLE #3 STAGING
This link brings you to the third explaination of principle 3 Staging.
PRINCIPLE #4 STRAIGHT AHEAD, POSE TO POSE
This link brings you to the third explaination of principle 4 Straight Ahead, Pose to Pose.
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