0:00:07.188,0:00:10.916 Norman McLaren, the great 20th century pioneer of animation technique, 0:00:10.916,0:00:13.793 once said, "Animation is not the art of drawings that move, 0:00:13.793,0:00:15.854 but the art of movements that are drawn. 0:00:15.854,0:00:18.213 What happens between each frame is more important 0:00:18.213,0:00:20.423 than what exists on each frame." 0:00:20.423,0:00:22.520 What did he mean? 0:00:22.520,0:00:24.352 Well, for an object to appear in motion, 0:00:24.352,0:00:27.354 it necessarily has to change in position over time. 0:00:27.354,0:00:29.643 If time passes and no change in position occurs, 0:00:29.643,0:00:32.352 the object will appear to be still. 0:00:32.352,0:00:34.398 This relationship between the passage of time 0:00:34.398,0:00:36.854 and the amount of change that occurs in that time 0:00:36.854,0:00:39.520 is at the heart of every time-based art form, 0:00:39.520,0:00:43.187 be it music, dance, or motion pictures. 0:00:43.187,0:00:45.159 Manipulating the speed and amount of change 0:00:45.159,0:00:47.353 between the frames is the secret alchemy 0:00:47.353,0:00:51.271 that gives animation the ability to convey the illusion of life. 0:00:51.271,0:00:53.293 In animation, there are two fundamental principles 0:00:53.293,0:00:54.936 we use to do this: 0:00:54.936,0:00:57.461 timing and spacing. 0:00:57.461,0:00:59.463 To illustrate the relationship between them, 0:00:59.463,0:01:02.372 we'll use a timeless example: the bouncing ball. 0:01:02.372,0:01:04.534 One way to think about timing 0:01:04.534,0:01:06.686 is that it's the speed, or tempo, 0:01:06.686,0:01:08.639 at which an action takes place. 0:01:08.639,0:01:10.140 We determine the speed of an action 0:01:10.140,0:01:13.602 by how many pictures, or frames, it takes to happen. 0:01:13.602,0:01:15.520 The more frames something takes to happen, 0:01:15.520,0:01:17.187 the more time it spends on screen, 0:01:17.187,0:01:20.696 so the slower the action will be. 0:01:20.696,0:01:23.157 The fewer frames something takes to happen, 0:01:23.157,0:01:25.490 the less screen time it takes, 0:01:25.490,0:01:28.687 which gives us faster action. 0:01:28.687,0:01:31.045 The timing is about more than just speed, 0:01:31.045,0:01:32.913 it's also about rhythm. 0:01:32.913,0:01:34.668 Like a drumbeat or melody only exists 0:01:34.668,0:01:36.375 when a song is being played, 0:01:36.375,0:01:37.521 the timing of an action 0:01:37.521,0:01:39.545 only exists while it's happening. 0:01:39.545,0:01:41.047 You can describe it in words, 0:01:41.047,0:01:44.966 say, something will take 6 frames, 18 frames, or so on. 0:01:44.966,0:01:46.604 But to really get a sense of it, 0:01:46.604,0:01:47.793 you need to act it out 0:01:47.793,0:01:51.335 or experience it as it would happen in, well, real time. 0:01:51.335,0:01:52.641 Now, the timing of an action 0:01:52.641,0:01:54.436 all depends on the context of the scene 0:01:54.436,0:01:56.688 and what you're trying to communicate. 0:01:56.688,0:01:59.441 What is doing the acting, and why? 0:01:59.441,0:02:01.149 Let's take our example. 0:02:01.149,0:02:03.153 What makes a ball bounce? 0:02:03.153,0:02:04.404 The action we're talking about here 0:02:04.404,0:02:07.169 is a result of interacting physical forces, 0:02:07.169,0:02:09.033 a moving ball's tendency to stay in motion, 0:02:09.033,0:02:10.701 or its force of momentum 0:02:10.701,0:02:12.252 vs. the constant force of gravity 0:02:12.252,0:02:13.996 bringing it back down Earth. 0:02:13.996,0:02:16.041 The degree to which these invisible forces apply, 0:02:16.041,0:02:18.208 and the reason why the ball behaves the way it does, 0:02:18.208,0:02:21.751 all depends on the physical properties of the ball. 0:02:21.751,0:02:26.252 A golf ball is small, hard and light. 0:02:26.252,0:02:31.168 A rubber ball is small, soft and lighter. 0:02:31.168,0:02:35.501 A beach ball is large, soft and light. 0:02:35.501,0:02:39.857 And a bowling ball is large, hard and heavy. 0:02:39.857,0:02:41.668 So, each ball behaves very differently, 0:02:41.668,0:02:44.153 according to its properties. 0:02:44.153,0:02:50.118 Let's get a sense of the visual rhythm of each. 0:02:50.118,0:02:51.946 Each ball plays its own beat 0:02:51.946,0:02:53.646 and tells us something about itself 0:02:53.646,0:03:05.881 and the time it takes to travel across the screen. 0:03:05.881,0:03:09.752 The visual rhythm of these hits is the timing. 0:03:09.752,0:03:11.418 Okay, let's start animating our ball, 0:03:11.418,0:03:14.584 bouncing up and down with a simple cycle of drawings. 0:03:14.584,0:03:16.167 We'll draw a circle here, 0:03:16.167,0:03:18.476 call it point A, our starting point. 0:03:18.476,0:03:22.084 We'll have it hit the ground here, point B. 0:03:22.084,0:03:23.648 Let's say it takes about a second 0:03:23.648,0:03:25.985 to hit the ground and come back up again. 0:03:25.985,0:03:29.030 This is our timing. 0:03:29.030,0:03:31.116 Our spacing is where we position the circle 0:03:31.116,0:03:33.918 in the frames between point A and point B. 0:03:33.918,0:03:35.335 If we were to move our ball 0:03:35.335,0:03:36.417 in evenly-spaced increments, 0:03:36.417,0:03:38.502 we'd get something like this. 0:03:38.502,0:03:41.668 It's not really telling us anything about itself. 0:03:41.668,0:03:44.880 Is it a bouncing ball or a circle on an elevator? 0:03:44.880,0:03:46.169 Let's look at our footage again 0:03:46.169,0:03:47.297 and think about what's going on 0:03:47.297,0:03:50.218 as each ball bounces. 0:03:50.218,0:03:52.168 Following each impact with the ground, 0:03:52.168,0:03:53.501 the ball's upward momentum 0:03:53.501,0:03:55.890 is eventually overcome by gravity. 0:03:55.890,0:03:57.834 This happens at the peak of each arc. 0:03:57.834,0:03:59.334 As things change direction, 0:03:59.334,0:04:01.104 the motion is slowest. 0:04:01.104,0:04:03.146 We see here the successive positions of the ball 0:04:03.146,0:04:04.917 are close together. 0:04:04.917,0:04:06.776 The ball then speeds up as it falls, 0:04:06.776,0:04:08.110 and is at its fastest 0:04:08.110,0:04:10.112 when it's approaching and hitting the ground. 0:04:10.112,0:04:13.251 We can see here each position is further apart. 0:04:13.251,0:04:14.993 The change in position between frames 0:04:14.993,0:04:16.536 is the spacing. 0:04:16.536,0:04:17.870 The smaller the change, 0:04:17.870,0:04:21.497 the slower the action will appear. 0:04:21.497,0:04:22.585 The greater the change, 0:04:22.585,0:04:26.879 the faster it will appear. 0:04:26.879,0:04:28.381 For an action to decelerate, 0:04:28.381,0:04:33.265 each change in position must be less than the change before it. 0:04:33.265,0:04:34.805 Likewise, for an action to speed up, or accelerate, 0:04:34.805,0:04:39.934 each successive change must be greater. 0:04:39.934,0:04:41.937 Let's change the mechanical spacing 0:04:41.937,0:04:43.403 of our animated bounce 0:04:43.403,0:04:45.820 to reflect what we observed in the footage. 0:04:45.820,0:04:50.960 Slow at the top, fast when it's hitting the ground. 0:04:50.960,0:04:52.863 Simply by adjusting the spacing, 0:04:52.863,0:04:54.564 we've succeeded in suggesting 0:04:54.564,0:04:56.827 the forces of momentum and gravity at play 0:04:56.827,0:05:00.151 and achieved a much more realistic motion. 0:05:00.151,0:05:02.292 Same timing but different spacing 0:05:02.292,0:05:06.377 gives us vastly different results. 0:05:06.377,0:05:07.965 And in reality, as a ball bounces, 0:05:07.965,0:05:10.005 the physics of gravity eventually defeat 0:05:10.005,0:05:12.549 the tendency of the ball to stay in motion. 0:05:12.549,0:05:14.376 You can see this here in the decreasing height 0:05:14.376,0:05:16.555 of each successive bounce. 0:05:16.555,0:05:18.805 However, again, this decrease varies 0:05:18.805,0:05:20.640 according to the properties of the ball. 0:05:20.640,0:05:23.436 Even though these circles are the same size here, 0:05:23.436,0:05:25.686 they're each telling us a different story about themselves, 0:05:25.686,0:05:30.152 purely in how they move. 0:05:30.152,0:05:31.902 The relationship between these principles 0:05:31.902,0:05:33.402 of timing and spacing 0:05:33.402,0:05:35.324 can be applied in countless ways 0:05:35.324,0:05:40.389 and used to animate all types of action: 0:05:40.389,0:05:43.874 a yo-yo, 0:05:43.874,0:05:46.959 a punch, 0:05:46.959,0:05:49.587 a gentle tap, 0:05:49.587,0:05:52.936 a push, 0:05:52.936,0:05:57.019 a saw, 0:05:57.019,0:06:03.019 the Sun traveling across the sky, 0:06:03.019,0:06:05.730 a pendulum. 0:06:05.730,0:06:08.147 Animation is a time-based art form. 0:06:08.147,0:06:09.980 It may incorporate the aesthetic elements 0:06:09.980,0:06:11.268 of other graphic arts, 0:06:11.268,0:06:12.851 like illustration or painting, 0:06:12.851,0:06:14.186 but what sets animation apart 0:06:14.186,0:06:16.018 is that, here, what you see 0:06:16.018,0:06:18.851 is less important that what you don't see. 0:06:18.851,0:06:20.269 An object's superficial appearance 0:06:20.269,0:06:22.685 only tells us so much about itself. 0:06:22.685,0:06:23.954 It's only when it's in motion 0:06:23.954,0:06:27.954 that we really understand its nature.