So obviously we couldn't have animation without time. We need time for animation to work. So this principle about timing that we're learning about has much more to do with specific choices around timing of your animation. For example, earlier we learned about slowing and slow out. That has to do with timing. So you've already kind of learned about how important it is to time out animations like that, it indicates something moving slow or fast.
It indicates whether or not there needs to be more frames or less frames for an action to take place in terms of character. It could mean the character is slow or fast, weak or strong, old or young. It can display and convey a lot of information just in how we tweak and change timing. Are they tired? Are they energetic? There's so much going on with timing that can change the, the feeling of your animation.
It's really important to understand this concept with incorrect timing. Your audience might not even be able to see what's happening, but with correct timing, not only can they see it, but they feel the energy that you want them to feel or the lack thereof, whether it's something moving fast or slow. And timing also refers to something we discussed in the science of animation class when we learned about frame rates. So essentially if we're doing 2D animation and we're animating on twos, but if we're doing a fast motion, holding a frame for two frames might make it feel too slow. So we might also need to make the timing decision to animate on ones for a portion of that animation. So it's those types of decisions and choices that need to be made to make sure that the animation is playing in the way that you want it to.
With 2D animation, they have a special way to describe timing and that's through the use of timing charts. Timing charts are a way to show how many frames are gonna occur between the key poses or the key drawings or the golden poses or the extremes that kind of pose to pose language we discussed. There needs to be a timing chart so that the in-betweeners know what they're doing. You see back in the day when 2D animation was more prevalent and there were 2D animation departments, they were set up in a way that they were the key pose draws the the key animators and they would draw the key drawings. They would draw in the top corner somewhere. They would draw a timing chart that would show between their key poses what the in-betweeners should do.
So once they got the key drawings done, they would actually hand their drawings over and let someone else finish their animation. And that was the in-betweeners. Those in-betweeners would get the drawings, they would see the timing chart. Sometimes they would have the little note on there of watch your arcs, making sure that the inbetweeners aren't drawing straight lines between the poses. And the in-betweeners would finish the animation based on the timing charts. So they would through those be able to see, am I meant to favor this key drawing or that key drawing when the character is moving through that motion.
So that's how timing charts came about and how useful they can be. Now we can also apply them to the project we're currently working on with the head turn. In the case of 3D animation and 2D digital animation, it's important to understand timing in terms of the graph editor. We saw that briefly with the angler fish eating the other fish when we were working inside of After Effects. The graph editor basically displays time on the x axis and the value change on the Y axis and your ability to understand this and to control it is gonna make you a better animator and be able to help you massage and finesse your animations in a way that if you don't understand this, you'll always kind of be at a novice level. So understanding how timing is displayed in graph editors is really important to those animation mediums.
And it's also important to understand why it's good to learn animation, not in a single program, especially a digital one, because at an early stage you can get lulled into a false sense of good animation because the computer is giving it to you. Basically, you're setting two key frames and the computer is interpolating between those two key frames and giving you that animation. You're not telling it what to do on every frame, but when you're doing animation mediums like stop motion or hand drawing them, you have to dictate every single frame. Nothing is given to you. And so that's why it's good at early stages to keep practicing with those mediums so that you're not getting lost in this false sense of progression in your skills when the computer is just handing you those interpretations of minimal key frames. We wanna make sure that we're controlling exactly what we want on every single key frame, whether it's in any medium, it doesn't matter.
You may hear timing used in conjunction with the term spacing. And we learned about spacing when we learned about slowing and slow out. It's basically the two pieces of animation that are really gonna dictate how the animation feels and the the, the speed at which it moves. So timing refers to how long something takes to occur. Spacing talks about the distance between that time of how those poses play out. So in the example of slowing and slow out, you know, that's a gradual increase of spacing over time.
And slow in would be a gradual decreasing of spacing over time so that each frame gets closer and closer to the next. And so those two things can dictate a lot of your animation. And it's important to understand how they relate to each other because especially when we're doing timing charts, that can also dictate, you know, the spacing of those drawings. That's what's being shown in those timing charts. And whichever medium you're using, you can use that thought process. Am I gonna favor this?
I'm gonna favor that. Even if you're not using timing charts, you can use that skill and that thought process to help you aid aid how you're approaching an animation. So in this lesson, we learned about timing. We learned about how it's fundamental to animation and how it's mostly in this principle aspect. It's about specific choices. It's about the amount of time something takes, what that conveys as far as energy in your animation, how that is used in 2D animation, whether it's traditional or digital.
And 3D animation. We talked about the graph editor and how spacing also comes into play with timing. So we covered a lot and we're gonna use that to finish this animation we've done with the head turn. And just let's get this thing done and and crank this out. And in this next lesson, I'm also gonna show you how you can polish that up so that you can make it look a lot nicer. We're laying the groundwork and the framework for a good animation, and we can make it much more pretty after the fact.
But again, it's not what moves, it's how it moves, and that's what we're focused on now. I'll see you in the next lesson. Thanks for watching.