← Animation Glossary

Frame Rate

Frame rate refers to how many pictures, or frames, are shown in one second to create the illusion of motion in an animated movie or video game. The higher the frame rate, the smoother the animation appears. For example, a frame rate of 24 frames per second means that 24 unique pictures are shown every second to make the animation look like it's moving smoothly.

An animations frame rate is an essential element as it determines the quality, fluidity, and overall impact of the final output. Hence, it is crucial for animators to understand the concept of frame rate and its implications on their work.

On Brush Ninja, the default frame rate is 6 Frames Per Second. This can be changed with the speed dial under the drawing area.

In traditional hand-drawn animation, each frame is drawn by hand with intricate details and precision. The animator has to create 24 frames for every second of animation, which is a time-consuming process. However, the advantage of this method is that it gives a unique character and charm to the final output. The natural imperfections in hand-drawn frames add a human touch to the animation that are hard to replicate using digital tools.

On the other hand, computer-generated animation provides new possibilities and flexibility in creating animations. Animators can use software like Maya or Blender to create frames digitally, which saves time and allows for precise control over every aspect of the animation. However, creating high-quality digital frames requires specialized skills and knowledge of complex software.

The intended use of an animation also determines its optimal frame rate. For instance, video games require a faster frame rate to ensure smooth gameplay performance while maintaining acceptable visual quality. Most video games aim to run at between 30 and 60 fps depending on their complexity and hardware requirements.

Movies typically run at 24 frames per second, however with the advent of digital technology faster frame rates are being experiementd with some films being shot at up to 120fps. This extra frame speed creates a significantly smoother image, but not everyone likes it. It can make the film look like a soap opera, or a home video, so these things have to be decided carefully.

The Frame rate of an animation plays a crucial role in determining the quality and fluidity of an animation. Animators need to consider various factors such as the intended use, tools used, and artistic vision while deciding on the optimal frame rate for their work. Whether it is traditional hand-drawn animation or computer-generated animation, the right frame rate can make all the difference in creating a visually stunning and engaging final output.

Animation Terms

2

2D Animation

3

3D Animation

A

Alpha Channel

Ambient sound

Animation

Anti-Aliasing

Anticipation

Aspect Ratio

B

Bezier Curve

Bitmap

Blue Screen

Bone Animation

Bounce

Broadcast Standards

C

Camera Angle

Camera Shake

Casting

Cel Animation

Character Animation

Character Design Sheets

Cinematic lighting

Claymation

Clean-up

Close-up

Color Correction

Color Grading

Compositing

Composition

Concept Art

Continuity editing

Cross-cutting

Cut

Cutout nimation

D

Depth of Field

Dialogue

Dissolve

Distributed Rendering

Dolby Atmos

Dope Sheet

Dutch Angle

E

Easing

Emitter

Exaggeration

Eyedropper

F

Foley

Follow through

Forward Kinematics

Frame Rate

Frame

Framing

Freeze Frame

G

Ghosting

GIF File Format

Golden Ratio

Graph Editor

H

High key lighting

Hue and Saturation

I

Inertia

Infographic Animation

Inverse Kinematics

J

Joint

JPEG File Format

Jump cut

K

Keyframe Interpolation

Keyframe

Kinetic typography

L

Layers

Lens distortion

Level of Detail

Lighting

Line of action

Lip syncing

Low key lighting

M

Match cut

Matte painting

Montage

Morphing

Motion blur

Motion capture

Motion graphics

Motion path

Motion trail

Mouth shapes

MP3 File Format

MP4 File Format

N

Network rendering

Non-linear editing

O

Occlusion culling

Onion skinning

Overlapping action

P

Pan

Parallel rendering

Particle system

Persistance of Vision

Phonemes

Playback speed

Plot

PNG File Format

Pose-to-pose animation

Props

Puppet animation

R

Render farm

Rendering

Resolution

Rigging

Rotoscoping

Rule of thirds

Run cycle

S

Safe zone

Scene

Score

Screenplay

Script

Shot

Silhouette

Skeletal animation

Slow Motion

Smears

Sound Design

Sound effects

Soundtrack

Special Effects

Split screen

Squash and Stretch

Staging

Stop Motion Animation

Storyboard

Straight-ahead Animation

T

Time Remapping

Timeline

Timing

Title Card

Title Sequence

Tracking shot

Tweening

V

Vector graphics

Visemes

Voice acting

Voice-over Narration

W

Walk cycle

WebM File Format

Weighting

Wide shot

Z

Z-depth

Zoom

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