What You Actually Need to Know Before Buying the Book
The Animator's Survival Kit by Richard Williams is the most referenced book in 2D and 3D animation production. It covers fundamental principles like timing, spacing, squash and stretch, arc motion, and the twelve basic principles adapted from the Disney era. Most people who tell you they learned animation from a book are talking about this one. It was first published in 1994 and has been revised since then. The DVD that comes with it has some useful breakdowns but runs about forty minutes and is a bit dated in its examples. The printed book is where the real value sits.
Why The Animator's Survival Kit Still Matters
There are other books that cover similar ground. Preston Blair's Drawing Animation Techniques came out decades earlier and covers the same basics at a shallower depth. John Halas's Animation Techniques: In Theory and Practice is good but assumes you already have some drawing ability. The Animator's Survival Kit sits in the middle ground where it works whether you come from a traditional hand-drawn background or a purely digital workflow. The key strength is the step-by-step walkthroughs. Williams shows you the exact frame breakdowns for actions like a walk cycle, a person picking up a cup, or a ball bounce. He breaks down each action into pose-to-pose stages and then shows the in-betweening. This is not theory. It is practical scaffolding that you can actually trace or reference while you work. I spent about two weeks going through the walk cycle section when I was trying to teach myself character animation back in 2006. My early attempts were stiff because I was focusing on individual poses instead of the timing relationships between them. Williams' breakdown made it clear that the weight shift in the hips and the shoulder opposition were what gave the walk any sense of mass. I adjusted my approach after that and the results improved noticeably.
How to Actually Use This Book
Don't just read it cover to cover. That approach doesn't work well with this material. The book is structured so that each chapter builds on the last, but you'll lose most of the benefit if you just flip through pages looking for inspiration. Treat it like a workshop manual. Start with the basics chapter on timing and spacing. Learn to use a timing chart and understand what a sheet of animation paper looks like. Williams gives you grids and counting systems. Work through the exercises with pencil and paper before you touch any software. This sounds old-fashioned but it matters. When you can feel the timing in your hands, transferring it to a digital rig is much easier. People who skip straight to screen often develop habits that are hard to unlearn later. Move on to the walk cycle section after that. Build your own walk from the breakdowns. The book gives you a male and female walk to start with. I used to trace the frames initially just to understand the spacing, then I would redraw them from memory. This repetition is what builds muscle memory. A full walk cycle with proper timing takes about twenty to thirty frames depending on your desired speed. Budget that time when you're learning.
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The running cycle section is where most people hit their first wall. The physics are more complex because of the flight phases and the exaggerated weight shifts. Williams shows you the arc paths for the hands and feet quite clearly. I struggled with the transition from walk to run for months before it clicked. The trick is understanding that the contact points change dramatically. In a walk, one foot is always on the ground. In a run, both feet leave the ground during the flight phase. If you don't respect that difference, your character will look like they're sliding or floating instead of running. Later chapters cover jumping, turns, head movements, and lip sync. The lip sync section uses dialogue from Phantom of the Opera as an example. It's thorough but a bit narrow. I found the general principles useful but had to supplement with other resources when working with original scripts rather than pre-existing film dialogue.
Where the Book Falls Short
Williams wrote the book before digital rigging became the dominant pipeline. If you're working primarily in 3D with skeletal animation, some of the frame-by-frame methodology needs to be translated. The timing charts and exposure sheets are designed for traditional cel animation workflows. You can adapt them but it takes extra mental work. The illustration quality is good but limited to two-dimensional drawings. There are no 3D models or wireframes. This isn't a flaw in the book itself but it is a limitation if your primary medium is three-dimensional character animation. You'll need to figure out how the principles translate into rigs and IK/FK switching on your own. Some of the examples feel dated now. The Phantom of the Opera reference for lip sync is almost thirty years old at this point. The principles still apply but the style of performance feels restrained compared to what modern character animators are producing. If you're aiming for a stylized or exaggerated performance aesthetic, you'll want to study additional reference material alongside this book.
There's also a gap when it comes to secondary action. Williams covers it briefly but doesn't go deep enough for someone who wants to understand how hair, clothing, and loose body parts should move independently. Other resources handle that better.

Who Should Buy It and Who Should Skip It
If you're serious about animation at any level, this is worth the purchase price. Even professional animators keep it on their desk as a reference. I still pull it out when I need to rethink a particular motion problem. The chapter on body mechanics is genuinely useful for understanding how forces travel through a figure. If you're only interested in stop motion or claymation, some of the content will be less relevant. The principles still apply but the book is aimed at drawn and digital character animation specifically. Look elsewhere for stop-motion focused materials. If you already have a strong traditional animation foundation from an art school program, you may find the early chapters redundant. The advanced sections on complex actions and performance may still be worth reviewing though. Don't skip the whole book just because you recognize some of the basics.
Where to Get It
The book is available through Amazon, Barnes and Noble, and most major retailers. The revised edition includes updated diagrams and a slightly different layout. I'd recommend getting the revised edition over the original 1994 printing if possible. The content is the same but the revisions make it a bit easier to follow. The DVD is optional. It's fine for a quick overview but the book stands on its own. There are unofficial copies floating around the internet. Don't bother with those. The quality is poor and the pages get out of order in ways that make the exercises frustrating to work through. Pay the twelve to fifteen dollars for a legitimate copy and save yourself the headache.