Every animation runs on the same trick: show a sequence of slightly different still images fast enough and the brain sees motion. What separates the methods is where those stills come from. You can draw each one, photograph a physical puppet moved a fraction at a time, slide flat jointed pieces around, or trace over live-action film. Each method has its own look, its own equipment and its own way of going wrong, and choosing well at the start decides how many hours the project will take.
Four methods compared
| Method | What changes between frames | Key equipment | Examples |
|---|---|---|---|
| Frame-by-frame (hand-drawn) | A new drawing, on paper or a tablet | Light table or onion skinning, peg bar for registration | Classic Disney features; much of the National Film Board of Canada's work |
| Stop-motion | A physical object moved slightly, then photographed | Locked-off camera, controlled lights, armatures, capture software | Aardman's Wallace & Gromit; Laika's Coraline |
| Cut-out | Flat jointed pieces repositioned (on paper or as a digital puppet) | Pre-cut parts with hinged joints, a top-down camera or puppet software | Terry Gilliam's Monty Python sequences; South Park |
| Rotoscoping | A drawing traced over each frame of live-action footage | Video reference and a drawing layer over it | Max Fleischer's rotoscope (1915); A Scanner Darkly |
Frame-by-frame drawing
Hand-drawn animation gives complete freedom: any shape can turn into any other. The cost is that every frame is a drawing. Animators keep it manageable by working pose to pose: first the keys (the storytelling poses), then breakdowns (the poses that decide how the move gets from one key to the next), then in-betweens to fill the gaps. On paper, every sheet sits on a peg bar so the drawings stay in register; on a light table or with digital onion skinning, the animator sees the neighbouring drawings through the current one, which is how arcs and spacing stay consistent.
Stop-motion: the equipment is the technique
- Locked-off camera. The camera must not move at all between frames. Use a heavy tripod, tape it down, and trigger it from software or a remote. A camera nudged by a millimetre shows as a jump in the finished film.
- Manual settings. Set exposure, focus and white balance to manual. On auto, the camera re-meters each frame and every small change in the set becomes a flicker of brightness.
- Controlled light. Shut out daylight, which changes constantly as clouds pass, and use lamps that stay in place. Do not stand where your shadow or clothing reflects onto the set.
- Armatures. A wire or ball-and-socket skeleton inside a clay or foam puppet lets it hold a pose without drooping between frames.
- Tie-downs and rigs. Screws or magnets through the feet hold the puppet in place; hidden rigs hold it in the air and are removed later in editing.
- Capture software with onion skinning, such as Dragonframe or Stop Motion Studio, so each new pose can be compared with the last one before it is shot.
Cut-out animation trades freedom for speed: a character is built once from jointed flat pieces, then posed rather than redrawn. Digital puppet software works the same way, which is why many TV series use it, and because the same parts are reused in every shot the character always stays on model. Rotoscoping gives realistic, weighty motion because it copies a real performance, but it can look floaty if the animator traces every wobble; the skill is in choosing what to leave out. In visual effects, 'roto' also means tracing a moving object frame by frame to create a matte for compositing.
Shooting on ones, twos and threes
At 24 fps a second of animation has 24 frames, but it does not need 24 different drawings or poses. On ones means a new image every frame. On twos means each image is held for two frames, so 12 new images per second at 24 fps. Twos have been the standard for most hand-drawn and stop-motion work, because they halve the work while still reading as smooth motion. Fast actions, such as a quick head turn or a camera pan, are animated on ones so they do not stutter.
| 10 seconds at 24 fps | Frames | New images needed |
|---|---|---|
| On ones | 240 | 240 |
| On twos | 240 | 120 |
| On threes | 240 | 80 |