Timing is the precise moment
and the amount of time that a character spends on an action. Timing adds emotion
and intention to the character's performance. Most three-dimensional computer
animation tools allow us to fine tune the timing by shaving off or adding frames
with non-linear time editing. Timing can also be
controlled and adjusted by placing each character on a separate track, and using
sub-tracks for parts of the character such as head, torso, arms and legs.
Expertise in timing comes best
with experience and personal experimentation, using the trial and error method
in refining technique. The basics are: more drawings between poses slow and
smooth the action. Fewer drawings make the action faster and crisper. A variety
of slow and fast timing within a scene adds texture and interest to the
movement. Most 2D animation is done on twos (2s) each frame is duplicated, so there would be 12 drawings (images) within the 24 frames per second. Twos are
used most of the time, and ones (1s) are used during camera moves such as trucks,
pans and usually for faster smoother animation. Also, there is
timing in the acting of a character to establish mood, emotion, and reaction to
another character or to a situation. Studying movement of actors and performers
on stage and in films is useful when animating human or animal characters. This
frame-by-frame examination of footage will aid you in understanding timing
for animation. This is a great way to learn from the others.
Timing, or the speed of an
action, is an important principle because it gives meaning to movement- the
speed of an action defines how well the idea behind the action will read to an
audience. It reflects the weight and size of an object, and can even carry
emotional meaning.
Proper timing is critical to
making ideas readable. It is important to spend enough time, preparing the
audience for, the anticipation of an action; the action itself; and the reaction
to the action. If too much time is spent on any of these, the audience's
attention will wander. If too little time is spent the movement may be finished
before the audience notices it, thus wasting the idea. The faster the movement,
the more important it is to make sure the audience can follow what is
happening. The action must not be so fast that the audience cannot read it and
understand the meaning of it.
More than any other principle,
timing defines the weight of an object. Two objects, identical in size and
shape, can appear to be two vastly different weights by manipulating timing
alone. The heavier an object is, the greater it's mass, and the more force is
required to change its motion. A heavy body is slower to accelerate and
decelerate than a light one. It takes a large force to get a cannonball moving,
but once moving, it tends to keep moving a the same speed and requires some
force to stop it. When dealing with heavy objects, one must allow plenty of time
and force to start stop or change their movements, in order to make their weight
look convincing. Light objects have much less resistance to change of movement
and so need much less time to start moving. The flick of a finger is enough to
make a balloon accelerate quickly away. When moving, it has little momentum and
even the friction of the air quickly slows it up.
Timing can also contribute
greatly to the feeling of size or scale of an object or character. A giant has
much more weight, more mass and more inertia than a normal man; therefore he
moves more slowly. Like the cannonball, he takes more time to get started and,
once moving, takes more time to stop. Any changes of movement take place more
slowly. Conversely, a tiny character has less inertia than normal, so his
movements tend to be quicker. The way an object behaves on the screen, the
effect of weight that it gives, depend entirely on the spacing of the poses and
not on the poses themselves. No matter how well rendered a cannonball may be, it
does not look like a cannonball if it does not behave like one when animated.
The same applies to any object or character. The emotional state of a character
can also be defined more by its movement than by its appearance, and the varying
speed of those movements indicates whether the character is lethargic, excited,
nervous or relaxed. Thomas and Johnston describe how changing the timing of an
action gives it new meaning.
No inbetweens – The Character has been hit by a tremendous force. His head is nearly snapped off.Limited Animation:
One inbetween - The Character has been hit by a brick, rolling pin, and frying pan.
Two inbetweens - The Character has a nervous tic, a muscle spasm and an uncontrollable twitch.
Three inbetweens - The Character is dodging a brick, rolling pin and frying pan.
Four inbetweens - The Character is giving a crisp order, "Get going!" "Move it!"
Five inbetweens - The Character is friendlier, "Over here." "Come on-hurry!"
Six inbetweens - The Character sees a good-looking girl, or the sports car he has always wanted.
Seven inbetweens - The Character tries to get a better look at something.
Eight inbetweens - The Character searches for the peanut butter on the kitchen shelf.
Nine inbetweens - The Character appraises, considering thoughtfully.
Ten inbetweens – The Character stretches a sore muscle.