
This ball is 18 still drawings, each with the ball in a slightly different place. Shown one after another, about 12 a second, they look like one moving ball.
Animation is still pictures shown fast enough that your eye sees movement. A flick-book works the same way.
You will use wickeditor.com. It needs no account, but it forgets your work when you close the tab, so you will save a file at the end.
A frame is one still picture, and an animation is a row of them. Frame rate means how many frames play each second.
| Term | What it means |
|---|---|
| Frame | One drawing, one moment. |
| Frame rate | How many play each second. Higher is smoother, but means more drawing for you. |
| Onion skinning | Seeing faint copies of the frames either side, so you know where to draw next. |
| Playhead | The red line showing which frame you are looking at. |
Keep changes between frames small. A big jump looks as if the object vanished and reappeared.
Start a new project and draw a ball falling, one frame at a time. Follow the steps below.
Onion skinning shows faint copies of nearby frames. Use it to draw the ball rising, then play your animation.
You turned a row of still drawings into movement. These two balls use the same number of drawings. Only the spacing is different.
| Ball A | Ball B |
|---|---|
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The movement comes from the spacing, which is how far the ball moves from one frame to the next. Big moves look fast and small moves look slow, and the spacing also decides whether the movement looks real.
Which ball looks real? Look at how far each one moves near the top of the bounce.
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