1 00:00:07,188 --> 00:00:10,916 Norman McLaren, the great 20th century pioneer of animation technique, 2 00:00:10,916 --> 00:00:13,793 once said, "Animation is not the art of drawings that move, 3 00:00:13,793 --> 00:00:15,854 but the art of movements that are drawn. 4 00:00:15,854 --> 00:00:18,213 What happens between each frame is more important 5 00:00:18,213 --> 00:00:20,423 than what exists on each frame." 6 00:00:20,423 --> 00:00:22,520 What did he mean? 7 00:00:22,520 --> 00:00:24,352 Well, for an object to appear in motion, 8 00:00:24,352 --> 00:00:27,354 it necessarily has to change in position over time. 9 00:00:27,354 --> 00:00:29,643 If time passes and no change in position occurs, 10 00:00:29,643 --> 00:00:32,352 the object will appear to be still. 11 00:00:32,352 --> 00:00:34,398 This relationship between the passage of time 12 00:00:34,398 --> 00:00:36,854 and the amount of change that occurs in that time 13 00:00:36,854 --> 00:00:39,520 is at the heart of every time-based art form, 14 00:00:39,520 --> 00:00:43,187 be it music, dance, or motion pictures. 15 00:00:43,187 --> 00:00:45,159 Manipulating the speed and amount of change 16 00:00:45,159 --> 00:00:47,353 between the frames is the secret alchemy 17 00:00:47,353 --> 00:00:51,271 that gives animation the ability to convey the illusion of life. 18 00:00:51,271 --> 00:00:53,293 In animation, there are two fundamental principles 19 00:00:53,293 --> 00:00:54,936 we use to do this: 20 00:00:54,936 --> 00:00:57,461 timing and spacing. 21 00:00:57,461 --> 00:00:59,463 To illustrate the relationship between them, 22 00:00:59,463 --> 00:01:02,372 we'll use a timeless example: the bouncing ball. 23 00:01:02,372 --> 00:01:04,534 One way to think about timing 24 00:01:04,534 --> 00:01:06,686 is that it's the speed, or tempo, 25 00:01:06,686 --> 00:01:08,639 at which an action takes place. 26 00:01:08,639 --> 00:01:10,140 We determine the speed of an action 27 00:01:10,140 --> 00:01:13,602 by how many pictures, or frames, it takes to happen. 28 00:01:13,602 --> 00:01:15,520 The more frames something takes to happen, 29 00:01:15,520 --> 00:01:17,187 the more time it spends on screen, 30 00:01:17,187 --> 00:01:20,696 so the slower the action will be. 31 00:01:20,696 --> 00:01:23,157 The fewer frames something takes to happen, 32 00:01:23,157 --> 00:01:25,490 the less screen time it takes, 33 00:01:25,490 --> 00:01:28,687 which gives us faster action. 34 00:01:28,687 --> 00:01:31,045 The timing is about more than just speed, 35 00:01:31,045 --> 00:01:32,913 it's also about rhythm. 36 00:01:32,913 --> 00:01:34,668 Like a drumbeat or melody only exists 37 00:01:34,668 --> 00:01:36,375 when a song is being played, 38 00:01:36,375 --> 00:01:37,521 the timing of an action 39 00:01:37,521 --> 00:01:39,545 only exists while it's happening. 40 00:01:39,545 --> 00:01:41,047 You can describe it in words, 41 00:01:41,047 --> 00:01:44,966 say, something will take 6 frames, 18 frames, or so on. 42 00:01:44,966 --> 00:01:46,604 But to really get a sense of it, 43 00:01:46,604 --> 00:01:47,793 you need to act it out 44 00:01:47,793 --> 00:01:51,335 or experience it as it would happen in, well, real time. 45 00:01:51,335 --> 00:01:52,641 Now, the timing of an action 46 00:01:52,641 --> 00:01:54,436 all depends on the context of the scene 47 00:01:54,436 --> 00:01:56,688 and what you're trying to communicate. 48 00:01:56,688 --> 00:01:59,441 What is doing the acting, and why? 49 00:01:59,441 --> 00:02:01,149 Let's take our example. 50 00:02:01,149 --> 00:02:03,153 What makes a ball bounce? 51 00:02:03,153 --> 00:02:04,404 The action we're talking about here 52 00:02:04,404 --> 00:02:07,169 is a result of interacting physical forces, 53 00:02:07,169 --> 00:02:09,033 a moving ball's tendency to stay in motion, 54 00:02:09,033 --> 00:02:10,701 or its force of momentum 55 00:02:10,701 --> 00:02:12,252 vs. the constant force of gravity 56 00:02:12,252 --> 00:02:13,996 bringing it back down Earth. 57 00:02:13,996 --> 00:02:16,041 The degree to which these invisible forces apply, 58 00:02:16,041 --> 00:02:18,208 and the reason why the ball behaves the way it does, 59 00:02:18,208 --> 00:02:21,751 all depends on the physical properties of the ball. 60 00:02:21,751 --> 00:02:26,252 A golf ball is small, hard and light. 61 00:02:26,252 --> 00:02:31,168 A rubber ball is small, soft and lighter. 62 00:02:31,168 --> 00:02:35,501 A beach ball is large, soft and light. 63 00:02:35,501 --> 00:02:39,857 And a bowling ball is large, hard and heavy. 64 00:02:39,857 --> 00:02:41,668 So, each ball behaves very differently, 65 00:02:41,668 --> 00:02:44,153 according to its properties. 66 00:02:44,153 --> 00:02:50,118 Let's get a sense of the visual rhythm of each. 67 00:02:50,118 --> 00:02:51,946 Each ball plays its own beat 68 00:02:51,946 --> 00:02:53,646 and tells us something about itself 69 00:02:53,646 --> 00:03:05,881 and the time it takes to travel across the screen. 70 00:03:05,881 --> 00:03:09,752 The visual rhythm of these hits is the timing. 71 00:03:09,752 --> 00:03:11,418 Okay, let's start animating our ball, 72 00:03:11,418 --> 00:03:14,584 bouncing up and down with a simple cycle of drawings. 73 00:03:14,584 --> 00:03:16,167 We'll draw a circle here, 74 00:03:16,167 --> 00:03:18,476 call it point A, our starting point. 75 00:03:18,476 --> 00:03:22,084 We'll have it hit the ground here, point B. 76 00:03:22,084 --> 00:03:23,648 Let's say it takes about a second 77 00:03:23,648 --> 00:03:25,985 to hit the ground and come back up again. 78 00:03:25,985 --> 00:03:29,030 This is our timing. 79 00:03:29,030 --> 00:03:31,116 Our spacing is where we position the circle 80 00:03:31,116 --> 00:03:33,918 in the frames between point A and point B. 81 00:03:33,918 --> 00:03:35,335 If we were to move our ball 82 00:03:35,335 --> 00:03:36,417 in evenly-spaced increments, 83 00:03:36,417 --> 00:03:38,502 we'd get something like this. 84 00:03:38,502 --> 00:03:41,668 It's not really telling us anything about itself. 85 00:03:41,668 --> 00:03:44,880 Is it a bouncing ball or a circle on an elevator? 86 00:03:44,880 --> 00:03:46,169 Let's look at our footage again 87 00:03:46,169 --> 00:03:47,297 and think about what's going on 88 00:03:47,297 --> 00:03:50,218 as each ball bounces. 89 00:03:50,218 --> 00:03:52,168 Following each impact with the ground, 90 00:03:52,168 --> 00:03:53,501 the ball's upward momentum 91 00:03:53,501 --> 00:03:55,890 is eventually overcome by gravity. 92 00:03:55,890 --> 00:03:57,834 This happens at the peak of each arc. 93 00:03:57,834 --> 00:03:59,334 As things change direction, 94 00:03:59,334 --> 00:04:01,104 the motion is slowest. 95 00:04:01,104 --> 00:04:03,146 We see here the successive positions of the ball 96 00:04:03,146 --> 00:04:04,917 are close together. 97 00:04:04,917 --> 00:04:06,776 The ball then speeds up as it falls, 98 00:04:06,776 --> 00:04:08,110 and is at its fastest 99 00:04:08,110 --> 00:04:10,112 when it's approaching and hitting the ground. 100 00:04:10,112 --> 00:04:13,251 We can see here each position is further apart. 101 00:04:13,251 --> 00:04:14,993 The change in position between frames 102 00:04:14,993 --> 00:04:16,536 is the spacing. 103 00:04:16,536 --> 00:04:17,870 The smaller the change, 104 00:04:17,870 --> 00:04:21,497 the slower the action will appear. 105 00:04:21,497 --> 00:04:22,585 The greater the change, 106 00:04:22,585 --> 00:04:26,879 the faster it will appear. 107 00:04:26,879 --> 00:04:28,381 For an action to decelerate, 108 00:04:28,381 --> 00:04:33,265 each change in position must be less than the change before it. 109 00:04:33,265 --> 00:04:34,805 Likewise, for an action to speed up, or accelerate, 110 00:04:34,805 --> 00:04:39,934 each successive change must be greater. 111 00:04:39,934 --> 00:04:41,937 Let's change the mechanical spacing 112 00:04:41,937 --> 00:04:43,403 of our animated bounce 113 00:04:43,403 --> 00:04:45,820 to reflect what we observed in the footage. 114 00:04:45,820 --> 00:04:50,960 Slow at the top, fast when it's hitting the ground. 115 00:04:50,960 --> 00:04:52,863 Simply by adjusting the spacing, 116 00:04:52,863 --> 00:04:54,564 we've succeeded in suggesting 117 00:04:54,564 --> 00:04:56,827 the forces of momentum and gravity at play 118 00:04:56,827 --> 00:05:00,151 and achieved a much more realistic motion. 119 00:05:00,151 --> 00:05:02,292 Same timing but different spacing 120 00:05:02,292 --> 00:05:06,377 gives us vastly different results. 121 00:05:06,377 --> 00:05:07,965 And in reality, as a ball bounces, 122 00:05:07,965 --> 00:05:10,005 the physics of gravity eventually defeat 123 00:05:10,005 --> 00:05:12,549 the tendency of the ball to stay in motion. 124 00:05:12,549 --> 00:05:14,376 You can see this here in the decreasing height 125 00:05:14,376 --> 00:05:16,555 of each successive bounce. 126 00:05:16,555 --> 00:05:18,805 However, again, this decrease varies 127 00:05:18,805 --> 00:05:20,640 according to the properties of the ball. 128 00:05:20,640 --> 00:05:23,436 Even though these circles are the same size here, 129 00:05:23,436 --> 00:05:25,686 they're each telling us a different story about themselves, 130 00:05:25,686 --> 00:05:30,152 purely in how they move. 131 00:05:30,152 --> 00:05:31,902 The relationship between these principles 132 00:05:31,902 --> 00:05:33,402 of timing and spacing 133 00:05:33,402 --> 00:05:35,324 can be applied in countless ways 134 00:05:35,324 --> 00:05:40,389 and used to animate all types of action: 135 00:05:40,389 --> 00:05:43,874 a yo-yo, 136 00:05:43,874 --> 00:05:46,959 a punch, 137 00:05:46,959 --> 00:05:49,587 a gentle tap, 138 00:05:49,587 --> 00:05:52,936 a push, 139 00:05:52,936 --> 00:05:57,019 a saw, 140 00:05:57,019 --> 00:06:03,019 the Sun traveling across the sky, 141 00:06:03,019 --> 00:06:05,730 a pendulum. 142 00:06:05,730 --> 00:06:08,147 Animation is a time-based art form. 143 00:06:08,147 --> 00:06:09,980 It may incorporate the aesthetic elements 144 00:06:09,980 --> 00:06:11,268 of other graphic arts, 145 00:06:11,268 --> 00:06:12,851 like illustration or painting, 146 00:06:12,851 --> 00:06:14,186 but what sets animation apart 147 00:06:14,186 --> 00:06:16,018 is that, here, what you see 148 00:06:16,018 --> 00:06:18,851 is less important that what you don't see. 149 00:06:18,851 --> 00:06:20,269 An object's superficial appearance 150 00:06:20,269 --> 00:06:22,685 only tells us so much about itself. 151 00:06:22,685 --> 00:06:23,954 It's only when it's in motion 152 00:06:23,954 --> 00:06:27,954 that we really understand its nature.