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Original subtitles

Hello and welcome

Today we're going to be doing a general overview of

Don't timing

Timing

Big

Broad subject

In terms of Animation will only be touching

Briefly upon some very broad points

A hopefully my goal with this would be to give you

Turbo good diving board in which to use in order to jump into

Some of the more advanced or complex complex topics later on

Timing essentially is what happens between your first and final frames of

Animation

The possibilities in the options are endless

So I want to give you some

Brief understanding of

Different ways of thinking about

Or conceptualizing mucin

How to get from point A to point B

That'll be in terms of Animation that's going to be your first big question

You know it depends on the scenario

If you're just winging it and and being creative

You start with brainly

Bring B can be whatever you want doesn't matter

So you just go ahead and you start animating and be creative and have fun with it

However

If your frame a is locked in and your frame be is locked in

Then what happens in between these two things that is a big

Question

And

Implementing is many techniques

And Concepts

That you properly understand and can develop

Correctly is what's going to give you the best product from

RM80 frame be

However

We're not talking about those specific things

Today

Keeping this a little bit more generalized

So the options

These are just some basic

Layout of options

You know we have an overarching

We can go straight to it

We can

Do an under Ark

Where

The square you can potentially

We got larger

In-frame

Assets

Traveling so this

This would look like

Copper

Ferrero hear this would look like it's coming at camera

Before

Traveling away from camera

You have to settle out all those

Questions for you another thing that really

Will affect the feeling and Change-Up the timing of the animation

Is the question of

The mid-frame if

You were planning ahead a lot you weren't winging it and just going from frame a two

Whatever you want to make sure that you know where

Your mid-frame in the animation is

The placement of that frame is going to change things a lot

If you put a lot of

Square frames

If this is your mid-frame

And you put a lot of

Reims here

Can you put an equal number of frames to go from

The mid-frame to the final frame would we do here

This is going to be a slower action

And then because we're

Does does the squares

Covering this distance to this distance in the same amount of frames

This is going to be a much faster

Action

This is important because

Speed in animation

Is

Pretty much pretty much everything

Being able to control through each drawing

On each frame being able to control the speed

And have it look realistic and believable

That's basically animation in a nutshell

Now there's a ton ton ton ton tool.to doing it correctly

Doing it in a visually appealing manner

But keeping it very basic

That's kind of

It's kind of

What every animator is trying to do on a daily basis

So I wanted to quickly talk about the shorthand here for timing I used it in the previous frame but

But I want to go over it specifically now

Open would be the the timing chart

We know that

We have our frame a here we want our mid-frame here and our final frame here

We know that we have to do the entire animation in what

In 7 drawings

So if we know these are the positions of

Square

From the start

The middle and the end

Where we position the other frames will change the feeling of Animation a lot

No

When talking with other animators or maybe if you have a friend you're working on a project with or something

You like that

And you want to be able to to describe the timing of something

In a quick and easy manner

That's when we start to deal with a timing chart

So to be able to shorten this rather than throwing out the first the Mitten the final frame and trying to describe

Where

Each other drawing is

In the sequence

We just

Resort deaths

Where this is frame one

We're talkin about this being frame one rimbey is our final frame

Or in this example from 6

And then our mid-frame is 4 + 5

And then

We know that

Ram 15

We have three other frames to deal with

And when

Lay out this time in chart for you I described it like this so it is on screen

This means that

These drawings

Here

I want place closer

This drawing

Then I want them place

Distraught

That'll give you a certain fuel in the animation

Which is called and he's out it's something that we're going to be talking about in in a different lesson

But specifically the point I'm trying to get across here

Yes

This can be useful shorthand for communicating animation without actually doing any drawings

So you can get used to timing charts I'm in charge can also be helpful

For yourself as well because as you're animating something

You're not believe drawing and this goes for the effects on characters

You're not fully drawing out every frame

One by one by one by one you might be doing a little chunkier that you do a couple drawings of throat

The next couple of frames

And then you go back over at 2 add you know if its effects maybe some water or something

However as you're doing this

You have

You're putting the brainpower and the thought into the timing of the animation

As humans were only capable of juggling so much in terms of

Remembering Our intention

With the animation so

It's super smart to be dropping timing charts in your animation as little reminders to yourself

Or if you have someone who is going to be handling the work after the fact

They need to know what you're thinking so so putting in these little timing charts and then just

Writing it

Like

Water Wick

Choose or something like that you'll see the timing you'll see the note of what it is the timing charts in relation to

2 and that should be enough to jog your memory of what it was

You were thinking at the time

Each document in the timing chart the Supreme

Yeah I mean there's $20 there's 24

General timing some timing some people use different timings for we're going to go with the general time in here

Usually there's plenty for frames in a second

So

In a timing chart of a full second if you are doing every single drawing you would have

24

Of these little dashes or ticks

Used to describe where you want to place the drawing over that span of time

And this is

A very the timing charts are very common shorthand that

Pretty much anyone who's

Ever gone to animation school has learned at one point or another

So I'm by picking up this kind of practice

You're not going to be surprising anyone

If if you use this in your own work

And in fact

Best-case scenario you're going to be making it easier for other people to see what it is you're trying to lay out

Or plant

Indian animation

It's

Very

Often

Included.

We don't necessarily animate

Just because we have 24 frames a second doesn't mean we have to use every single frame

In in

. sex

The eye is very good at picking up

At picking up the visuals however it's not perfect

So

Quite often in order to save work

The idea of animating something on twos and that just means you put a frame you put a

Drawing every other frame

Animating something on Tuesday I doesn't pick up on as being too choppy

I have

Worked on Productions where

Animators will use stuff on threes

And sometimes even as far as fours

So in a typical second if you were animating on fours what is that

Buy frames stubby five frames for a second so that's a lot fewer drawings but

Once you get up to the threes and fours area

The animation does start looking a little bit choppy

And the reason I bring that up

Is because I want to show you exactly what I mean rather than just describing it

In audio

But here's an example of the

Three different timings I didn't go as far as adding Forest because forces

Uncommon but ones twos and threes is very common

It's on the top gear

This is on one's so in a typical second I don't believe this animation is a full second but that's okay

If you were putting a frame on

If you're putting a drawing on every single frame that you possibly could

This is what ones looks like it's quite smooth but it's also time-intensive

Because doing that amount of drawings

Just straight up picks ixalan time

Choose this is probably industry-standard I would say for most things

Nowadays with

The program is getting better and better it's becoming easier and easier to do things on one's

But

For all the work I have done the clients that I've had

And the animation I've done

No one ever complained about Jews

So

Sometimes they'll request once-over Tuesday but in general through should be fine

Most of the time

Breeze we can see here in this example

Reason starting to get

You know

And that's where you start the flirt with well if it's on 3s should I be adding

Sing in one more frame

Honestly it depends on the action it depends on the animation it depends on

What you can get

Away with and still happy animation look good

Because that's

Kind of the Golden Rule

That I teach all my students and or Greener employees is honestly

It doesn't matter

What techniques

What kind of timings

What kind of frame rates you use if the end product looks good

Then you've accomplished the goal of

That animation

And whatever you did to get there the ends Justified the means right

What I'm trying to do here

Is give you tips and advice on

Getting. Good final product without falling into the pit balls or things like that

I'm coming to learn the hard way of

Trial and error

So hopefully this is help give you a brief conception

Of timing

And what it entails so when you start animating your own things

You can be getting those

More visually appealing solid products right out of the gate

Rather than having to stumble in order to learn

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