The paper describes 11 principles of hand-drawn animation, and how they can be used in 3D animation. They were attempting to solve the problem of how to give appeal, life and mass to 3D animation, by applying well-known principles: squash/stretch -- which simulates mass timing -- defines weight/size of objects by controlling action spacing (per frame) anticipation -- simulates inertia in preparing for an action staging -- clearly composing a scene follow through and overlapping action -- simulates continuing inertial motion past the end of a specific action slow in and out -- acceleration/deceleration is key to giving impression of mass arcs -- actions look more organic when they don't always follow a straight path exaggeration -- used to accentuate some (but not all) parts of a scene/character secondary action -- action resulting from another action. heightens interest by adding complexity to character. appeal/personality -- obviously, characters should have both of these in order to be interesting Contributions: This paper codifies the practice of creating cartoon animation in 3D.