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12 Principles of Animation in Storyboards

Story2Board Team··9 min read
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The 12 Principles of Animation Explained — The Most Important Rules for Animating

StudioBinder · 2024-04-15

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The 12 principles of animation become useful in storyboards when they are written as motion instructions, not vocabulary. A panel should not say "anticipation" and stop. It should show the prep pose, the action pose, the overshoot, and the timing note an animator or editor can test in an animatic.

This guide is for animated boards and animatics. For camera movement in live-action-style boards, read the camera movement storyboard guide. For playback speed, use the frame rate storyboard guide. For moving-camera geography, use the tracking shot guide.

Convert principles into key poses

Most principles can be planned with a small pose chain. You do not need a polished drawing. You need the poses that prove the motion reads.

PrincipleStoryboard representationAnimatic check
AnticipationPrep pose before the actionDoes the audience know what is coming?
Squash and stretchShape change at impact or pushDoes weight feel physical?
ArcsCurved motion path drawn over panelsDoes the movement avoid mechanical straight lines?
Follow-throughHair, coat, hand, or prop trailingDoes the action settle naturally?
TimingBeat count or frame noteDoes the gag or emotion land?
ExaggerationStronger pose than realityDoes the idea read at thumbnail size?

The table is a planning tool. Pick the principle that the shot actually needs; do not force all twelve into one panel.

Anticipation is usually the missing panel

When an animatic feels abrupt, the missing piece is often anticipation. A character does not simply jump. They crouch, shift their eyes, load weight, then launch. A door slam needs the hand tightening before the slam. A laugh needs the inhale or tiny restraint before it breaks.

Storyboard that prep pose as its own panel when the action matters. If the prep is too small for a full panel, write it as a timing note: "2-beat look down before run," "hand tightens before slap," or "shoulders rise before laugh." The editor can then hold the anticipation instead of cutting straight to the result.

Timing charts belong beside thumbnails

Animation timing is not only frame rate. It is where the energy sits.

MotionSlow partFast partBoard note
Character turns after insultStillness before turnHead snap"Hold 8 frames, snap 4 frames"
Ball hits wallApproachRebound"Fast in, one squash frame, faster out"
Villain smilesMouth beginsEyes finish late"Smile leads, eyes follow two beats"
Robot picks cupWhole moveNone"Even spacing, mechanical"

These notes help Story2Board users keep an animatic from becoming a slideshow. The board supplies poses; timing notes supply behavior.

Secondary action should not steal the beat

Secondary action is useful when it supports the main idea. It becomes noise when every prop, hand, hair strand, and background element competes for attention.

Mark secondary action only where it clarifies character or timing. A nervous character may tap a finger while lying. A hero's coat may lag behind a turn to show speed. A loose cable may swing after a machine stops, extending the danger. Those details earn their place because they change how the audience reads the main action.

A pose-to-pose example

Scene: a small robot tries to lift a suitcase that is too heavy.

PanelPosePrinciple note
1Robot studies suitcaseStaging: suitcase fills lower frame
2Robot bends low, arms backAnticipation: load weight
3Arms pull, body stretches upwardSquash/stretch: body elongates
4Suitcase barely moves, robot shakesExaggeration: tiny lift, huge effort
5Robot snaps backward and fallsArc: backward curve, hands trail
6Suitcase drops one inchTiming: delayed thud after fall

The joke works because the board plans both the expectation and the failure. Without the prep pose and delayed thud, it is just a robot falling.

Story2Board workflow

Use the shot note for animation language:

  • keyPose: the pose that must read.
  • anticipation: the prep action.
  • timing: beat count or hold.
  • motionPath: arc or straight path.
  • secondaryAction: supporting movement.
  • settle: follow-through or final rest.

That structure keeps the 12 principles from becoming a checklist pasted under every frame. Each principle becomes a concrete instruction that can be previewed in an animatic.

Before exporting the animatic

Check the board at thumbnail size. If the pose does not read small, staging or silhouette is weak. Play the animatic without sound. If the action feels late, add anticipation or adjust timing. Then play it with sound. If the sound has to explain the action, the poses are not carrying enough information.

The 12 principles are old because they are practical. In storyboards, their job is simple: make motion readable before anyone spends time animating the final frames.

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