The paper discusses the rules of creating a "good" 3D animation. The author notices these are the same rules used in the past to create "good" 2D animations. The problem is that in the animation world, the viewer can only see the action from only one angle at a time. Moreover, when viewing a movie, some of the viewer senses can't play a role in his watching (for example, the user doesn't feel the heat of a fire. The user doesn't feel the speed of the wind. The user doesn't feel how delicious a cone of icecream is). So, it is important to give the viewer more cues to compensate for the stuff he is missing. Lasseter proposed 11 rules for a good animation. Most of them revolve around creating "more" animations than what would happen in real life. The purpose of those extra animation sequences is to give the user more cues. This can include stuff like "stretching, squashing, exaggeration, anticipation, follow through". Some other ideas (not involving adding extra animations) include careful timing, moving in arcs, taking care of secondary action... etc. The main question this paper raised for me was.. "What about Final Fantasy?". Final Fantasy didn't follow almost all of those rules, and still was quite an incredible achievement. I am not sure now if all the rules should be obeyed together, or thrown away altogether. Could there be other movies that would only use a subset of those rules and still become a success? I have no answer to these questions right now.