2D Animation

🖌️2D Animation Unit 8 – Slow In and Slow Out

Slow In and Slow Out is a crucial animation technique that mimics real-world physics. It involves gradual acceleration and deceleration of movement, creating more natural and lifelike motion in animated objects and characters. This principle enhances the believability and appeal of animations by adding visual interest and dynamism. It applies to various aspects of animation, including position, rotation, and scaling, and is essential for conveying weight, momentum, and realistic movement.

What is Slow In and Slow Out?

  • Fundamental principle of animation that refers to the gradual acceleration and deceleration of an object's movement
  • Creates more natural and lifelike motion by mimicking the way objects behave in the real world
  • Involves objects starting their movement slowly, gradually increasing in speed, and then slowing down again before coming to a stop
  • Helps to convey a sense of weight and momentum to animated objects
  • Adds visual interest and dynamism to animations by varying the speed and timing of movements
  • Enhances the believability and appeal of animated characters and objects
  • Applies to various aspects of animation, including position, rotation, and scaling of objects

Origins and History

  • Originated from the early days of traditional hand-drawn animation in the 1930s
  • Pioneered by animators at Walt Disney Studios, such as Frank Thomas and Ollie Johnston
  • Developed as a way to make animations more convincing and engaging for audiences
  • Became one of the 12 basic principles of animation outlined in the influential book "The Illusion of Life: Disney Animation" (1981)
  • Has been adopted and refined by animators across various mediums, including 2D, 3D, and stop-motion animation
  • Continues to be a fundamental concept taught in animation schools and studios worldwide

Key Principles

  • Easing: Gradual transition between two poses or keyframes, creating a smooth and natural-looking movement
    • Ease-in: Object starts moving slowly and gradually accelerates
    • Ease-out: Object decelerates and comes to a gradual stop
  • Spacing: Manipulation of the distance between poses or keyframes to control the speed and timing of the movement
    • Closer spacing creates slower movement
    • Wider spacing creates faster movement
  • Arcs: Objects should follow curved paths of motion rather than straight lines to appear more natural and organic
  • Timing: Determining the number of frames or duration between keyframes to control the speed and rhythm of the animation
  • Exaggeration: Emphasizing the slow in and slow out effect to create a more pronounced and stylized animation
  • Overlapping action: Different parts of an object or character move at different rates and times to create a sense of fluidity and realism

Applying Slow In and Slow Out

  • Begin by identifying the key poses or extreme positions in your animation
  • Create in-between frames that gradually transition between the key poses, using the principles of easing and spacing
  • Adjust the timing and spacing of the in-between frames to control the speed and rhythm of the movement
  • Use arcs to create smooth and natural paths of motion for your objects or characters
  • Apply slow in and slow out to various aspects of your animation, such as position, rotation, and scaling
  • Experiment with different degrees of exaggeration to find the right balance between realism and stylization
  • Pay attention to overlapping action and have different parts of your object or character move at slightly different rates and times

Common Mistakes to Avoid

  • Linear motion: Avoiding slow in and slow out altogether, resulting in stiff and unnatural movements
  • Abrupt transitions: Failing to create smooth transitions between key poses, causing jarring and disconnected animations
  • Inconsistent timing: Applying slow in and slow out inconsistently throughout the animation, leading to a lack of cohesion and flow
  • Overexaggeration: Exaggerating the slow in and slow out effect too much, making the animation appear unrealistic or cartoonish
  • Ignoring arcs: Animating objects along straight paths instead of curved arcs, resulting in mechanical and lifeless motion
  • Neglecting overlapping action: Having all parts of an object or character move at the same rate and time, creating a sense of rigidity and stiffness

Tools and Techniques

  • Traditional animation: Using physical tools like pencils, paper, and light tables to create hand-drawn animations that incorporate slow in and slow out
  • Digital animation software: Utilizing computer programs (Adobe Animate, Toon Boom Harmony) that offer tools for creating and manipulating keyframes and easing curves
  • Easing curves: Visual representations of the speed and acceleration of an object's movement over time, allowing animators to fine-tune the slow in and slow out effect
    • Bezier curves: Adjustable curves that provide precise control over the easing of an object's movement
    • Preset easing options: Predefined easing curves (Ease In, Ease Out, Ease In Out) available in most animation software
  • Onion skinning: A technique that allows animators to see multiple frames simultaneously, helping them to create smooth transitions and maintain consistent spacing
  • Frame-by-frame animation: Creating each frame of the animation individually, providing complete control over the timing and spacing of the movement
  • Pose-to-pose animation: Defining key poses first and then filling in the in-between frames, allowing for a more structured approach to applying slow in and slow out

Examples in Famous Animations

  • "Snow White and the Seven Dwarfs" (1937): One of the earliest feature-length animated films to extensively use slow in and slow out, bringing characters to life in a way never seen before
  • "Toy Story" (1995): Pixar's groundbreaking 3D animated film that showcased the effective use of slow in and slow out in computer animation, particularly in the movements of Woody and Buzz Lightyear
  • "Spirited Away" (2001): Hayao Miyazaki's acclaimed anime film that demonstrates masterful use of slow in and slow out, creating fluid and expressive character animations
  • "The Incredibles" (2004): Another Pixar film that exemplifies the use of slow in and slow out to convey the weight and momentum of the superhero characters' movements
  • "Cuphead" (2017): A video game that pays homage to 1930s rubber hose-style animation, utilizing exaggerated slow in and slow out to create a unique and stylized visual experience

Practice Exercises

  • Bouncing Ball: Animate a simple bouncing ball using slow in and slow out, focusing on creating a sense of weight and elasticity
  • Character Walk Cycle: Create a walk cycle for a character, applying slow in and slow out to the movements of the limbs and body to achieve a natural and fluid motion
  • Pendulum Swing: Animate a pendulum swinging back and forth, using slow in and slow out to convey the gradual acceleration and deceleration of the motion
  • Facial Expressions: Practice applying slow in and slow out to facial animations, such as a character's eyes blinking or mouth forming a smile
  • Jumping Character: Animate a character jumping up and down, utilizing slow in and slow out to create a sense of anticipation, momentum, and landing impact
  • Waving Flag: Create an animation of a flag waving in the wind, using slow in and slow out to simulate the fluid motion of the fabric
  • Bouncing Shapes: Experiment with animating various shapes (squares, triangles, circles) bouncing and interacting with each other, applying slow in and slow out to their movements and collisions


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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.