Module 6 - Introduction To In-Betweening PDF
Module 6 - Introduction To In-Betweening PDF
Module 6 - Introduction To In-Betweening PDF
Introduction to in-betweening
Introduction to In-betweening
In-betweening
o Also spelled as inbetweening; also known as tweening (used in digital animation)
o Process of drawing rough intermediate frames between keyframes
Keyframe – main frames; defines the start and end points of an action, cut, or scene
The differences between the in-betweens are very few and subtle
o Gives the illusion of smooth movement
In-betweener
o Persons in-charge of drawing the in-betweens
o For every keyframe / senior animator, there is usually a team of in-betweeners with them
Usually an in-betweener would be assigned to only one keyframe animator
However, it is also possible for an in-betweener to create multiple characters
Similarly to the reason of creating departments, this is to ensure consistency with the
modeling of each character
o Creates most of the population of the production studio
o In smaller animation studios, it is expected for the in-betweener to also do their own clean-up
Qualities of an in-betweener
o Understanding of how movement works
The main job of the in-betweener is to turn the illustrations (in the form of keyframes) into
movement
The movement from one keyframe to another must be as seamless as possible so that it
looks natural to the naked eye
Enough emphasis (usually using squash and stretch) is necessary to make sure that the
movements are visible, even if it only passes
Any unnatural movement will stick out from the entire animation
o Understanding of physics regarding movement
To further deliver the movement created in the in-betweens, some real-life ideas need to
be lifted up to make the action convincing
The rules surrounding movement and action in the real-world is also the basis for creating
movement in animation
Some concepts needed for movement are:
- Laws of motion
- Speed / velocity in its relation to distance
- Acceleration
- Gravity and resistance
- Tension
- Free fall
- Projectile motion
- Force
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o Observational skills
A lot of movement in animation is lifted off in real life
As an in-betweener, observing surroundings allows one to understand how the movement
works in real life
Observing the surroundings also allows one to see the nuances between movement, to
make a character more unique and interesting through their movements and gestures
o Good illustration is a secondary skill
In-between frames tend to have a lot of distortions
- Detail found in keyframes, if present in in-betweens, is not seen by the human eye as it
moves quickly
Any detail in the in-between makes the action more unnatural
- The human eye tends to perceive fast motion as blurs
- In the illustration of a falling ball below, the animation utilizing 24 fps and 30 fps has
some blur within the ball, but there is little to no blur in the animation utilizing 60 fps
Most in-betweens tend to include variations on squash / stretch, and animation blurs,
which hide the detail that would have been present
However, the ability to draw the character according to modeling (despite its distortions) is
still necessary to maintain consistency within the action
- Seeing examples from the ‘quality meme’ gives us an idea of the results of ignoring
modeling entirely when doing in-betweening:
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Measurements in Animation
Frame v. Drawing v. Feet
o Frame
Shot of the drawing
Measurement for the animation speed
Dictated by how the video is rendered
- When rendered in 24 fps, but there are only 12 drawings done per second, then that
would mean that one drawing is exposed for 1/12 of a second
1 2 3 5 4 6 7 8 9 10 11 12
Number of drawings in the second
1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12
How the drawings would be rendered in the frame rate
- When rendered in 24 fps, but there are 60 drawings done per second, then the
rendering tool would skip / morph some frames to fit only the 24 fps requirement
0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3
1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 6
1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
Number of drawings in the second
01 04 06 09 11 14 16 19 21 24 26 29 31 34 36 39 41 44 46 49 51 54 56 59
How the drawings would be rendered with the given frame rate
Frame rate – how many frames are exposed in a given time; expressed in frames per
second (fps)
Examples:
- 24 fps – standard frame rate in an animation
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- 60 fps – emerging standard frame rate for video games and 3D animation
10 0.62 0.419
11 0.6857 0.461
12 0.75 0.503
13 0.8103 0.545
14 0.87 0.587
15 0.935 0.629
16 1.00 0.671
Methods of Timing
o This is how many drawings are to be used to be able to create one second
o It is possible to have more than one method of timing within two keyframes
Akira (1988) is one prominent example of an animation that tends to experiment with their
use of timings. An example of how this is used is that the first bike (red) is animated in 1s,
meanwhile the two other bikes are animated in 2s, which are alternating each other. Learn
more: https://www.youtube.com/watch?v=2ltgr21jMag
Examples:
- Earlier Disney animations are drawn in ones, because that was the only standard
available. One prominent example is Steamboat Willie (1928). Image reference:
https://media1.giphy.com/media/SFK0oEtuU9eGRuRrPz/giphy.gif
- Akira (1988) is known for mainly animating in 1s, which was not common in the
Japanese animation industry. Image reference: https://i.pinimg.com/originals/9a/6c/
48/9a6c48d8b658d3db73742bd20f6449b5.gif
o Twos - 2s
Utilizes 12 drawings per second
Most common method of timing
Gives a less coherent movement than when animating in 1s, but is still of good quality
Uses other techniques to bridge gaps, prominently by animation smears / blurs
Most TV cartoons use this method, done prominently by post-war cartoons like Looney
Toons
Examples:
- A character from the Looney Tunes is shooting his guns animated in 2s; some of the
frames in this character used smears to indicate faster movement. Image reference:
https://media1.tenor.com/images/7b7b0245718efc1b1775822c6476fbca/tenor.gif
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- Without smears, the pace of a movement seems slower. When the characters from
Adventure Time (2010) jump, there is an evidence of stretch, but there are no blurs
present, making the jump seem slower. Image reference: https://media4.giphy.com/
media/fvfJvamWdlNCQVvDbT/giphy.gif
o Threes – 3s
Utilizes 8 drawings per second
Mostly used in Japanese animation
May have:
- Slow and drawn out actions
- Long slow pans of static environment
- Close-ups of a barely moving character
- Easy to draw recycled key frames
Caused by high demand but lower budgets
Examples:
- This iconic transformation from Dragon Ball Z (1989) is a quick animation, but some of
the movements (like the rocks and the aura surrounding the character) tends to be
slower than what would have been expected. Image reference:
https://media0.giphy.com/media/GRSnxyhJnPsaQy9YLn/giphy.gif
- This iconic attack sequence from JoJo’s Bizarre Adventure (2014) essentially utilizes a few
frames (less than 8) in a loop to create the illusion of fast, consistent movement. Image
reference: https://i.kym-cdn.com/photos/images/newsfeed/000/974/103/afd.gif
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o Line drawing
Drawn with either a straight or curvy line
Usually unimportant, but using a curved line can determine the spacing if using thirds
o Frame label
Labeled with a number only, or a number with a letter (showcasing the shot label – letter)
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o Method of timing
Numbers are written in multiples to determine their method of timing
The lowest keyframe number should be 1 or A1
- 1s – 1, 2, 3, etc…
- 2s – 1, 3, 5, etc… (odd numbers)
- 3s – 1, 4, 7, etc…
o Distancing of frames
Adding curved lines indicate what frames are of the same distance
Parts
Keyframes / Extremes Breakdown In-betweens
Main frames of a certain Specialized in-between Intermediate frames between
action Usually the middlemost in- the two keyframes
between Ones that need animating
Can be used as a keyframe
when breaking down time
chart further
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Thirds
Keyframes and in-betweens are spaced evenly amongst each other
Even spacing means constant speed
Sample applications:
o Walk cycle (Image reference: https://media.giphy.com/media/sQFvbQOqrFtkc/giphy.gif )
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Favors
In-betweens are unevenly spaced between each other
Most organic (human) motions would follow the favors type of timing
Helps exaggerate portions of the action, making it more dynamic
Shows:
Acceleration (slow out) Deceleration (slow in) Slow in and slow out
More drawings at the More drawings at the end More drawings at the
beginning Fast at the beginning, beginning and end, fewer
Faster as time passes by becomes slower as the action drawings at the middle
ends Slow beginning and end,
faster speed at the middle
Sample applications:
o Head turns (Image reference: https://thumbs.gfycat.com/WickedEvilHartebeest-
size_restricted.gif)
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Concepts in In-betweening
Parts of an action
o Each action has a breakdown of steps
o This shall allow better staging and exaggeration for the main action
o Other steps within the action utilizes other principles of animation
o Steps (using a jump cycle as an example):
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Separation
o Animation technique that divides the object to moving and non-moving objects
o Advantages:
Easier and more consistent modelling
Faster animation production
o Steps (using blinking as an example; image reference: http://fanaru.com/k-on/image/60317-k-
on-ritsu-blink-blink.gif)
Analyze the action (blinking) by determining moving and non-moving parts
Line test / use flipping or rolling techniques to the moving parts first to confirm fluidity of
movement
Draw the non-moving parts as one drawing in a separate paper
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Imaginary drawings
o Technique in animation that imagines a non-existing drawing in between two existing ones
o Mostly applicable when drawing in 2s or 3s
o Helps make the action feel smoother
Offset
o Used with overlapping action
o When an object changes direction, parts of the main body will start to turn first before the
others
o Exaggerates the change in direction
o How It Works (using a twirling ballerina as an example; image reference:
https://i.pinimg.com/originals/ac/b6/eb/acb6eb2981eaf87e984ac302416d7628.gif):
Analyze the example by dividing how her body twists; check in what view (front, side, front
¾, etc.) each portion of her body is in
It can be divided into three parts: the head, torso, and legs
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Check the type of timing or method of timing that is used for each
- Head: in favors, slower periods of turning
- Torso: in thirds
- Legs: in favors, faster periods of turning
Third pose:
- Head: ¾ view front, facing towards the right
- Torso: ¾ view back, facing towards the right
- Left leg: side view, facing towards the right
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Drag
o Used for secondary actions
o Effect when a soft material trails behind the rest of the character
Examples: hair, flesh, cloth, etc.
o If the main action does not move, then the drag does not occur
o Drag is used in relation to follow through and overlapping action
o Sample examples of drag:
Hair movement (Image reference: https://media1.tenor.com/images/
3edd5d6b7070644a5ba085d2905390ba/tenor.gif)
The hair moves upwards since the motion is going downwards
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Animation blurs
o Also known as animation smears, smears, or blurs
o Animation technique where in-betweens are shown as a quick blur of an image
o Indicates very quick movement when animating in 2s and 3s
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Action style – type of action line; draws thicker lines distorting the main drawing
Multiple exposure – drawing the object / parts of the character multiple times around the
path of action
Combination – simple smear, speed lines, and multiple exposure (most common)
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Make sure that you have your keyframes (properly labeled), timing chart, non-photo pencil, and
other necessary materials
Determine the path of action between the first and last keyframe
o Draw a line to clearly represent the path of action
o Take note of the direction (left to right) and spin (clockwise) of the ball
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Divide the spacing of the created path of action equally based on the number of in-betweens
Determine the middlemost frame (3); draw at the middlemost part of the path of action created
o It is always good practice to start with the middlemost frame first
o Take note of the change in the detail; it should reflect the middlemost point of the roll
Focus on the first half; draw the remaining in-between (2) by drawing it at the middle of 1 and 3;
take note of the detailing again
Focus now on the second half; draw the remaining in-between (4) by drawing it at the middle of
3 and 5; take note of the detailing again
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Make sure that you have your keyframes (properly labeled), timing chart, non-photo pencil, and
other necessary materials
Determine the path of action between the first and last keyframe
o Draw a line to clearly represent the path of action
o Take note of the distance of the string
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Determine the breakdown / middlemost in-between first (4), and then draw that one at the
middlemost part of the path of action created
Turn the breakdown frame (4) into a new keyframe, therefore using 1 and 4 as the new keyframes
(with 4 as a temporary keyframe only)
Find the middlemost in-between of the two keyframes (3), and then draw that one at the
middlemost part of the path of action limited to the two keyframes only
Turn the created in-between (3) into a new keyframe, therefore using 1 and 3 (temporarily) as the
new keyframes
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Find the middlemost in-between of the two keyframes (2), and then draw that one at the
middlemost part of the path of action limited to the two keyframes
Now that all of the drawings at the first half of the time chart are drawn, it is time to turn to the
bottom half
Assign the breakdown frame (4) and the last keyframe (7) as the new keyframes
Find the middlemost in-between of the two keyframes (5), and then draw and then draw that one
at the middlemost part of the path of action limited to the two keyframes only
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Turn the created in-between (5) into a new keyframe, therefore using 5 (temporarily) and 7 as the
new keyframes
Find the middlemost in-between of the two keyframes (6), and then draw that one at the
middlemost part of the path of action limited to the two keyframes
References:
Blaise, A. (2015 April 27). Animation Lesson – Overlapping Animation and Drag [Video].
Retrieved from https://www.youtube.com/watch?v=i0i36AlJciI
Chew, J. (3 October 2019). What are Ones, Twos, and Threes in Animation?, Lifewire. Retrieved
from https://www.lifewire.com/what-are-ones-twos-and-threes-4057778
Cinerrific!. (12 August 2015). InBetweening - How to do proper in betweening [Video].
Retrieved from https://www.youtube.com/watch?v=fZRqTU2aZ9U
Riki, J.K. (2014). How Fast Should You Animate?, Animator Island. Retrieved from
https://www.animatorisland.com/how-fast-should-you-animate/?v=a25496ebf095
Williams, Richard (2002). The Animator's Survival Kit. Faber & Faber; 2nd edition.
Winder, C. & Dowlatabadi, Z. (2013). Producing Animation. Taylor & Francis: London.
ACTIVITY 6: Self-check 4
Instructions: Please read and understand the module before taking this quiz. Read and analyze the
questions. Choose the BEST answer. (20 items, 20 pts.)
1. In creating an animation in 2s using 24 fps as the frame rate, how many drawings are needed?
A. 8 B. 12 C. 24 D. 30
2. What is the standard frame rate for an animation?
A. 12 B. 24 C. 30 D. 60
3. What is the method of timing most commonly used in modern Western animation?
A. 1s B. 2s C. 3s D. 4s
4. Which of the following actions is best animated in 1s?
A. Crying B. Fighting C. Talking D. Walking
5. Which of the following actions is best animated in 2s?
A. Crying B. Fighting C. Talking D. Walking
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How to Submit:
For those with Canvas accounts, answer “WW1: Self-Check 4” under “Week 6 – Introduction to
In-betweening”.
For those without Canvas accounts, answer “6 – Self-Check 4” as a Google Form.
For printed modules, place answers on a ¼ sheet of paper with the CAPITAL LETTERS only.
Submission Channels:
Canvas K-12 LMS (Quizzes)
Google Forms
Submission of printed modules in Gate 2
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