Tutorial: Creating Animations
Learn how to create frame-by-frame animations in ASCII Motion. This tutorial covers animation basics, timing, and workflow techniques.
What You'll Learn
- Frame-by-frame animation concepts
- Using the timeline effectively
- Creating smooth motion
- Timing and pacing
- Looping animations
Prerequisites
- Complete Pixel Art Basics
- Understand the Animation system
- Familiarity with Onion Skinning
Animation Fundamentals
Frames and Timing
Animation is a series of still images (frames) shown in sequence:
| FPS | Frame Duration | Feel |
|---|---|---|
| 5 | 200ms | Slow, deliberate |
| 10 | 100ms | Standard |
| 15 | 67ms | Smooth |
| 24 | 42ms | Cinematic |
For ASCII art, 10-15 FPS usually works well. Higher FPS requires more frames for the same motion.
The 12 Principles (Simplified)
Key animation principles that apply to ASCII:
- Timing - Spacing determines speed
- Ease in/out - Motion starts slow, speeds up, slows down
- Anticipation - Wind up before action
- Follow-through - Motion continues after action
- Squash and stretch - Objects compress and expand
Your First Animation: Bouncing Ball
Let's create a classic bouncing ball animation:
Step 1: Plan Your Animation
Step 2: Set Up
Step 3: Draw Key Frames
Key frames define the main poses:
Step 4: Enable Onion Skinning
Step 5: Add In-Between Frames
Fill in the gaps:
Step 6: Add Squash and Stretch
At the bottom of the bounce:
- Squash: Ball is wide and short when hitting ground
- Stretch: Ball is tall and narrow when moving fast
Step 7: Test and Refine
Workflow Techniques
Multi-Frame Selection
For batch operations:
- Click first frame
- Shift+Click last frame
- Right-click → Duplicate Range
Useful for creating cycles or variations.
Copying Between Frames
Reuse elements across frames:
Using Frame Duplication
For held poses or slow motion:
Creating Smooth Motion
Even Spacing = Constant Speed
Frame 1: ○
Frame 2: ○
Frame 3: ○
Frame 4: ○
Frame 5: ○
Equal gaps between positions = smooth, constant motion.
Acceleration (Ease Out)
Frame 1: ○
Frame 2: ○
Frame 3: ○
Frame 4: ○
Frame 5: ○
Small gaps → large gaps = speeding up.
Deceleration (Ease In)
Frame 1: ○
Frame 2: ○
Frame 3: ○
Frame 4: ○
Frame 5: ○
Large gaps → small gaps = slowing down.
Loop Types
Perfect Loop
End frame connects smoothly to start frame:
Creating Back-and-Forth Motion
For animations that appear to play forward then backward:
- Create frames for the full forward motion
- Duplicate the frames in reverse order (excluding first and last to avoid stutters)
- Result plays as a natural back-and-forth cycle
Practice Exercise: Walking Character
Create a simple walk cycle:
Common Animation Mistakes
Floating
❌ Characters appear to slide instead of walk ✅ Ensure feet contact the ground properly
Twinning
❌ Both arms/legs move identically ✅ Offset limbs for natural motion
Linear Motion
❌ Everything moves at constant speed ✅ Add ease in/out for natural movement
Too Many Frames
❌ Over-animating simple motions ✅ Start simple, add frames only if needed
Tips for Better Animations
Pro Tip: Animate the most important element first (like the bouncing ball), then add secondary details (like a shadow or background elements).
Planning
- Sketch your animation on paper first
- Decide key poses before starting
- Consider the total number of frames needed
Timing
- Test early and often
- Watch at full speed, not just frame-by-frame
- Adjust duration of individual frames for emphasis
Refinement
- Use onion skinning constantly
- Make small adjustments incrementally
- Save versions before major changes
Next Steps
Now that you can animate:
- Practice with different subjects
- Learn effects in Advanced Effects
- Export your animations as Video or GIF
- Experiment with more complex cycles
Quick Reference
| Action | Shortcut |
|---|---|
| Play/Pause | Space |
| Next frame | → |
| Previous frame | ← |
| Add frame | N |
| Duplicate frame | Ctrl/Cmd+D |
| Delete frame | Delete |
| Onion skinning | Shift+O |