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What is keyframe in animation?

Published in Animation Terminology 4 mins read

In animation, a keyframe is a fundamental concept representing the start and end points for actions. They are crucial markers that define significant changes in an object's properties over time.

Understanding Keyframes

At its core, a keyframe marks a specific point in an animation timeline where something important happens or changes. Think of them as the "anchor points" of movement or transformation.

According to historical context provided by animation principles, Keyframes signify the start and end points for actions in animation. This was particularly important in the early days when each frame of a production had to be drawn by hand. Animators would draw the keyframes (the crucial poses or positions), and then assistant animators (often called "in-betweeners") would draw the frames in between to create smooth motion.

The Role of Keyframes in Modern Animation

Today, in digital animation software, the principle remains the same, but the execution is automated.

When you set a keyframe for an object (like a character, shape, or text), you are telling the software:

  • At this specific time on the timeline (e.g., frame 0), the object should be in this specific state (e.g., position X=100, Y=50, Scale=100%).
  • At another specific time (e.g., frame 30), the object should be in a different state (e.g., position X=500, Y=200, Scale=150%).

The animation software then automatically calculates and generates all the intermediate frames between these keyframes. This process is often called interpolation or tweening (short for "in-betweening").

What Keyframes Control

Keyframes can be set for almost any property of an object that can change over time. Common properties include:

  • Position: Moving an object from one place to another.
  • Scale: Making an object larger or smaller.
  • Rotation: Spinning or turning an object.
  • Opacity: Fading an object in or out.
  • Color: Changing an object's color.
  • Shape/Form: Morphing one shape into another (shape keys or blend shapes).

Examples of Using Keyframes

Here are a few practical examples:

  • Moving a Ball: Set a keyframe at the start where the ball is on the left. Set another keyframe later in the timeline where the ball is on the right. The software animates the ball moving across the screen.
  • Fading Text: Set a keyframe at frame 0 with the text opacity at 0%. Set another keyframe at frame 20 with the opacity at 100%. The text fades into view over 20 frames.
  • Character Pose: In character animation, keyframes might mark extreme poses or crucial moments in an action, like the start of a jump or the peak of a walk cycle.

Advantages of Using Keyframes

  • Efficiency: Animators only need to define the critical poses or states, saving immense time compared to drawing every single frame.
  • Control: Provides precise control over the timing and nature of transformations between key points.
  • Flexibility: Allows for easy adjustment of timing by simply moving the keyframes on the timeline.

Comparing Manual vs. Keyframe Animation

Feature Manual (Traditional) Animation Keyframe (Digital) Animation
Key Principle Draw every single frame or key poses + in-betweens Define start/end states (keyframes) & software calculates in-betweens
Efficiency Labor-intensive, time-consuming Highly efficient, faster iteration
Process Hand-drawn or painted frames Digital manipulation of properties over time
Precision Dependent on artist's skill per frame Precise, mathematically calculated transitions
Reference Keyframes signify the start and end points for actions Keyframes signify the start and end points for actions (automated)

In summary, keyframes are the backbone of most animation workflows, defining the crucial moments and allowing software to generate the motion in between, making the animation process significantly more efficient and controllable.

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