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← Animation Glossary

Looping

In animation, a "loop" is a sequence of frames that plays repeatedly from start to finish without stopping. A looping animation is designed so that the final frame connects smoothly back to the first frame.

Looping is commonly used in short animations, games, icons, and digital illustrations. It allows a small number of frames to create the impression of ongoing movement without needing a long video.

A well-made loop feels smooth and natural. The viewer should not notice where the animation restarts.

How looping works

For an animation to loop successfully, the final frame must connect clearly to the first frame.

This means that:

  • The position of objects should match at the start and end
  • Movement should continue naturally
  • Colours and backgrounds should remain consistent

If the first and last frames do not match, the animation will appear to “jump” when it restarts.

In tools like Brush Ninja, loops are created by arranging frames so that the sequence flows back to the beginning.

Common examples of looping animations

Many everyday animations are loops.

Examples include:

  • A bouncing ball
  • A blinking character
  • A rotating wheel
  • A waving flag
  • Flowing water

These movements repeat naturally, making them easy to loop smoothly.

Creating smooth loops

Good loops are planned from the start.

When designing a looping animation, it helps to:

  • Sketch the first and last frames together
  • Think about where the movement begins and ends
  • Avoid sudden changes at the loop point
  • Test the animation early

One common technique is to make the first and last frames identical. This guarantees a smooth transition, although it is not always necessary.

Another approach is to design the movement as a cycle, such as a walk or bounce, where the ending naturally leads back to the beginning.

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

BrushNinja File Format

C

Call Sheet

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 Animation

D

Depth of Field

Dialogue

Dissolve

Distributed Rendering

Dolby Atmos

Dope Sheet

Dutch Angle

E

Easing

Emitter

Exaggeration

Eyedropper

F

File Formats

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

Looping

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

PDF File Format

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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