The Three Fundamentals of Animation
The three fundamentals of animation will seem obvious – but that’s where everything begins, with the obvious. Once you understand and can use the fundamentals, you’ll be able to turn the movement that you feel your characters making into the positions your character gets into for each frame in your animation.

Path
Path is simply where the motion of an object happens. A path has a starting point, an ending point, and a line that shows where an object (or part of it) is going to be as it travels from start to end. Let’s take a starting point and an ending point:

And imagine some of the ways that a character can travel between them.

Spacing
How an object moves is determined by the spacing – how far it moves along the path between successive frames in the animation (successive moments in time). A small distance means the object needs more frames to get from here to there, which means slower motion no matter what the frame rate is.

Move a larger distance in each frame and the motion is faster. To accelerate or decelerate an object, the spacings have to vary along the path of the motion.

Animation Timing
Timing is how quickly or slowly things move, or otherwise happen. We all have a feel for how fast a ball bounces, or how long it takes to take a step when we’re walking. The world is full of things that happen repeatedly, regularly, rhythmically; music and dance are both all about the rhythms of repeated movements. Timing (or rhythm) and spacing are tied up together with the frame rate of your animation. A high frame rate makes motion look faster, and a low frame rate slows it down. I could write all day about it and give formulas, but that wouldn’t give you a feeling for how it works. There’s absolutely no substitute for actually doing animation to get a feel for timing, spacing and frame rate. Here's an example - three bounces that all use the same 23 frames, at three different frame rates:
23 frame bounce at 12, 16, and 25 frames per second
Which is the “right” speed? That is something that you, the animator, decide. I go into frame rates a little on the How Animation Works page. The motion you feel is right for the character will need more frames at higher frame rates, and fewer frames at lower rates. There’s a parallel with music concepts here, too. A piece of music can be played at slower or faster tempos just as an animation can be viewed at lower or higher frame rates. Each tempo or frame rate has a different feeling. If you imagine a drum beating as the circles bounce, you’ll easily feel the tempo differences. The bounce is one of the classic animation exercises - it requires spacings that give your object acceleration and deceleration and (most often) a curved path.
Your turn: animate The Bounce
 Animate The Bounce for yourself. Then check out how I animated two bounces on the same motion chart by downloading the frames I shot! |
Don't limit yourself to just one bounce. Try animating a bounce without a chart for your path and spacing. Play it and see what kind of personality you've put in your character. Then put personality into it. Above all - keep animating!
Musicians can easily try different tempos as they play, while they play. Classic one-frame-at-a time animators working on the computer mostly haven’t had that option. As an animator, I wanted to have complete and instantaneous control over the frame rate of an animation – so I wrote StopMotion FlipView. It lets me see my animation at any frame rate, forward or backward, and scrub through it with the mouse or left and right arrow keys. FlipView is an indispensable part of my classic animation toolkit. More about StopMotion FlipView
Download and try StopMotion FlipView for Windows Download and try StopMotion FlipView for Mac OS X |
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