Animation Techniques and Tools
What this domain tests
The principles and production methods behind movement on screen: frame-by-frame work, tweening, timing, and the tools used to build it.
Core rules and concepts
- Animation exploits persistence of vision. Frame rates of 12, 24, 25 and 30 fps are common; 24 fps is the cinema standard.
- Frame-by-frame drawing gives full control and large file sizes. Keyframe and tween animation sets poses and interpolates between them; motion tweens move whole objects, shape tweens morph outlines and need compatible shapes.
- Onion skinning shows previous and next frames faintly so drawings stay consistent.
- Timing and spacing control speed and weight; easing slows the start or end. The classic principles include squash and stretch, anticipation and follow-through.
- Stop motion photographs real objects; motion graphics animates type and shapes; 3D work adds modelling, rigging and rendering.
- A storyboard plans shots before production.
Worked example
A two-second bouncing ball at 24 fps needs 48 frames. Reasoning: 2 × 24 = 48. Place keyframes at the release, the contact squash and the apex. Add easing near the apex so the ball slows, and keep spacing wide at the bottom for speed. At 30 fps the same shot needs 60 frames, so timing must be rechecked.
Traps that cost marks
Confusing fps with resolution; tweening between incompatible shapes; forgetting to re-time when the frame rate changes; animating without regard for users who set reduced motion.