There aren’t a lot of really good tools to get us from that visual timeline-based animation and translating that to code, especially translating that into code that engineers would be happy to put in the final product. - Val Head. Great podcast here.
"If our eyes were quicker and our brains not so gullible, we'd see movies and cartoons as an endless
procession of monotonous freeze frames, with characters chronicled in every imaginable pose like an
obsessive-compulsive comic book that never gets to the point." - Sean Wagstaff
cel animation example - efficient and time-consuming at the same time
cycling - example - watch what happens when the character waits
onion skinning - where we've been and where we're going
(Some) Principles of animation:
These stem from Disney animators taking classes at art school, aiming for more realistic and believable movements.
Many of the principles of animation as discussed by John Lasseter and others rely on the virtual world having the believable properties of the real world, such as consistent mass and volume. With software, we can create some realistic collisions of different objects which draw attention to the physical properties of those objects.