
Animation is deeper than I think a lot of people understand, we have the potential to tell stories with no words spoken, but movement and action taking center stage. Animation is a powerful story telling tool. But there are a lot of in's that need to be understood, including realism, rubber hosing and a couple technical know-hows.
So in this video I've exported the same animation at 12, 24, 30 and 60 Fps. Whenever an animation is being started, even if the animation is a high frame rate or a low frame, a decision needs to be made by either who you're animating for or what you want to animate it. Generally, the higher the frame rate will mean more work, it means more frames to render and animate.
So some standard frames rates that are expected of either an employer or industry, so in the video, I've exported the same animation about four times at different frames rates so I can break it down.
12 Fps can be found in a lot of older animations like betty boop, and sometimes in lower budget animations.
24/25/30 Fps is found in most films is the standard frame rate at which to animate. The difference however between 24 and 30 is quite significant, smaller parts of the animation just look smoother and have a lot less jitter.
60 Fps is a bit of an odd one because, which 60 Fps can look amazing supports realism quite well, it means that there is a lot more work for an animator. Trying to scale back and animation from 60 to 24, or scaling up from 24 to 60, can have mixed results, making an animation look either jarring or jumpy, seeing as an animation was originally made for its original frame rate, but results may vary and clean up work can vary. 60 does allow you to capture more realist but once again, this could generate a lot more work for you.
Nice ;)
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