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Squash and Stretch: The 12

Basic Principles of
Animation
What is Squash and Stretch?
Squash and Stretch (S&S for short) is the principle of
applying a contrasting change of shape—from a squash
pose to a stretch pose or vice versa—to give a feeling of
fleshiness, flexibility, and life in animation. The absence
of squash and stretch gives a rigidity or stiffness to the
motion.
Squash and Stretch In Action
Here the principle of S&S is boiled down to it’s essence
on the classic Bouncing Ball. There is a Squash pose on
the drawing where the ball is in contact with the ground,
and Stretch poses just before and after it to provide the
necessary contrast.
Squash and Stretch gives life and flexibility but not only that! It can
help convey what the material that something is made of. In the
bouncing ball case, very little S&S will indicate a firmer material, like a
ping-pong ball or a bowling ball. A rubber ball, would naturally have
more S&S. The application of S&S can be quite detailed when done
with nuance and not just applied with a thick brush. More does not
necessarily mean better.
Emphasized :
1.Speed
2.Momentum
3.Weight
4.Mass
Why do animators need Squash and Stretch?
Squash and Stretch can make
characters and inanimate objects
have a feeling of life by
introducing a flexible quality. S&S
can be applied to a single body
part, say an eyeball, or the entire
character’s pose. The latter is
particularly useful when making
rigid objects come to life, like the
classic Disney Flour Sack, which is
a beginning traditional animator’s
test case.
Squash and Stretch does not
necessarily have to be applied
to the whole pose or object
though. As seen here in this
analysis by Disney Animator
Walt Stanchfield, the shape of
Tigger’s butt in these two
poses uses S&S.
Note that even
without the overall
head S&S, the principle
has been applied within
the poses to increase
contrast and flexibility.
The brows squash
down. The mouth
closes and compresses
then stretches open.
Almost every unit or
shape on the character
can have S&S applied,
so it’s something
animators think about
constantly as they pose.
It’s not just added as a
pass or layer later.

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