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Motion design·The principles of animation 4/5·3 min read·

Nothing arrives at the same time

Follow through, overlapping action and secondary action: three principles about the moment after the movement, and why a card should never simply stop.

Felipe RisallahFounder, FRISOLeia em português

When a character stops running, the clothes and the hair keep going for a moment. That is follow through. When a character walks, the legs, the arms and the head do not move as one block; each part has its own rhythm. That is overlapping action. Both principles say the same thing from two sides: in the real world, nothing arrives at the same time and nothing stops dead.

In Fala, Vô! you see follow through mostly in the fabric. When the grandfather stands up from the wooden bench, the camera is so close that his leg is almost the whole frame, and the trousers keep moving after he is already up. It lasts a few frames. Without it, the shot feels like a puppet.

Above: everything at once, stopping dead. Below: staggered, with a small settle.

Translated to motion design

The idle animation

Games have a name for what a character does while nobody is controlling it: the idle animation. The character breathes, looks around, shifts its weight. In film the same layer is called base animation, and everything else is built on top of it. Motion design needs it too. A scene where every card is perfectly still between actions looks like a slide deck. A slow, almost invisible drift keeps it alive.

A last note about fades. A fade is the opposite of follow through: instead of arriving with weight, the object appears from nowhere and asks to be forgiven. If a movement feels abrupt, the fix is almost never a fade. It is a better curve, a little stagger or a settle.

Parts of this series come from Felipe Risallah's undergraduate thesis on the production of the 3D short film Fala, Vô! (Cinema and Audiovisual, UFES, 2023), and from The Illusion of Life: Disney Animation, by Frank Thomas and Ollie Johnston (1981).

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