COMPUTER
MODULE 9
Frame - In animation, frames are individual pictures in a sequence of images.
In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending
points of a smooth transition. These are called frames because their position in time is measured in frames on a
strip of film or on a digital video editing timeline.
EX: Flipbook animation is the earliest and most simple form of frame-by-frame animation. This is where each
frame is drawn on a separate page of a book. The pages are then flipped through rapidly in order to create the
illusion of a continuous motion sequence.
Frame by frame animation is a traditional animation technique where every single frame is drawn
individually by an artist. Every frame is drawn slightly differently from the previous one, and when
played together create the impression of movement.
Frame-by-frame animation is where each incremental frame (or image) of an animation is drawn
individually to create the illusion of movement. This is in contrast to computer generated or motion
graphics animation, where the computer can create images on its own within parameters set by the
animator.
Switch - To change the position, direction, or focus.
EX: The Space Switcher Addon is suitable for Blender users of all levels, from beginners to experienced
professionals. Its user-friendly interface and powerful features make it an essential tool for creating professional-
quality animations efficiently.
Status - The standing or position of something. Animation for status display is all about different types of progress
bars that show the evolution of a task. In that manner, users are able to create realistic expectations about how
long they have to wait for a specific action to be completed.
Motion Design and Characteristics. The development of interface animations must include 4 main characteristics:
Responsiveness: elements and animations must respond quickly and accurately to user input;
Naturalism: real-world and physics should inspire interface animations;
Awareness: animations must be aware of other elements around them. This way, they can
appropriately respond and interact with each other;
Intent: animations need purpose and intent. In this sense, they should guide users through the
interface and help focus on important elements.
Frame Status - When you play a project, you will see the total number of frames on your project, and below it is
the Frame Status or the time the animation takes.
Switching Frames - You can view or hide the frames by tapping the (A) Frames button on the left side of the
screen. To switch from one frame to another, simply tap the frame in the (B) Frames Manager below the canvas.
MODULE 10
Play - Light and constantly changing movement.
Frame Per Second - Frame per second or FPS is used to measure frame rate—the number of consecutive full-
screen images that are displayed each second.
The 'frame rate' is also called the 'frames per second' (fps), and refers to the number of images we
see in every second of an animated sequence or movie. If the fps is set too low, the animation will
look choppy, as though the individual frames are being shown to us one by one.
Using the Play Button -After drawing in every frame, you can view your work by pressing the Play button.
Changing the Frames Per Second
To change the frame per second, tap the Play button and then the Frame Status.
You can change the FPS of your work depending on how fast or slow you want each frame to appear
every second. High FPS will result in fast appearance of each frame, while low FPS will result in slow
appearance of each frame.