How does 2D animation work?

Every cartoon is a pile of drawings. A cartoon is thousands of still drawings, each a little different, shown one after another. Cinema shows 24 frames a second; most hand-drawn animation holds each drawing for two frames, “on twos”, so one character needs 12 drawings a second, 720 a minute.

Every cartoon is a pile of drawings. Flip a flip-book, fill in a jump between key poses, switch the 12 principles on and off on a bouncing ball, spread cels out under a multiplane camera, and make a mango-headed kid talk.

Anim2DClearOpened 1 Sept 202614 min to playFree · no sign-up

In 60 seconds

  1. A flip-book made big

    A cartoon is thousands of still drawings, each a little different, shown one after another. Cinema shows 24 frames a second; most hand-drawn animation holds each drawing for two frames, “on twos”, so one character needs 12 drawings a second, 720 a minute.

  2. Keys first, in-betweens after

    The key animator draws the poses that tell the story. An in-betweener fills the gaps, following a timing chart whose ticks bunch near a key where the move slows in or out. A light table, or onion skinning in software, shows the drawings before and after.

  3. Twelve principles

    Frank Thomas and Ollie Johnston’s The Illusion of Life (1981) lists the 12 principles: squash and stretch, anticipation, staging, straight ahead and pose to pose, follow-through, slow in and out, arcs, secondary action, timing, exaggeration, solid drawing and appeal. A bouncing ball shows most of them, and its timing shows its weight.

  4. Cels, backgrounds and depth

    From 1914, moving characters were inked and painted on clear cels over one painted background. Disney’s multiplane camera (1937) spread the art over levels of glass, so near levels slide faster than far ones when the camera moves: parallax. A model sheet keeps every artist’s drawings on model.

  5. Rigs, tweens and curves

    On a computer, you can still draw every frame, or build a cut-out rig of pieces on pivots. You key the poses on a timeline and the computer tweens the in-betweens, spaced by an easing curve: straight is robotic, an S-curve eases in and out.

  6. Making drawings talk

    The voice is recorded first and read frame by frame onto an exposure sheet. Each frame gets a mouth shape from a small chart, often a frame or two ahead of the sound. Acting, a head tilt, raised brows or a blink, is what makes it feel alive.

The history

190 years from a spinning paper disc to hand-drawn films lit like 3D.

Read the full history
  1. 1892Drawn films on a big screen
  2. 1914The cel is patented
  3. 1937Snow White
  4. 1981The Illusion of Life
  5. 1990Cels go digital
  6. 2019Klaus: hand-drawn, lit like 3D

The full explanation

Anim2DClear, chapter by chapter

Chapter 1

A pile of drawings that moves

Thumb through a flip-book, then learn why animators draw “on twos”.

2D animation is a flip-book made big. An animator draws a character again and again, each drawing a tiny bit different. Show the drawings fast, one after another, and your brain sees one moving character. (Why that works, the phi phenomenon, is in FilmClear.)

Cinema shows 24 frames a second. Drawing a new picture for every frame is called animating on ones: 1,440 drawings for one minute. Most hand-drawn films save work by shooting each drawing twice: on twos, 12 drawings a second. It still looks smooth for most actions. Very fast moves, like a whip or a spin, go back on ones. Slow, stiff moves can even go on threes.

Those numbers add up fast. A 90-minute film on twos needs about 65,000 drawings for just one character. Add friends, effects and backgrounds and a feature can need hundreds of thousands. That is why studios split the work, which the next chapter shows.

Try “Frames & flip-books” in the interactive model →

Chapter 2

Key poses and the drawings in between

The key animator draws the big moments. The in-betweener fills the gaps.

Nobody draws an action from the first frame to the last in one go. The key animator first draws the key poses: the drawings that tell the story. Here that is the crouch, the top of the jump and the landing. Winsor McCay worked this way on Gertie the Dinosaur in 1914.

Then an in-betweener (or assistant) draws the in-betweens. On the key drawing sits a little ruler called a timing chart. Its tick marks say exactly where each in-between goes. Ticks bunched near a key mean the move slows in to that key or slows out of it. A jump slows at the top, just as gravity does.

To draw a drawing between two others, you must see all three. On a light table the paper is lit from behind, so the sheets underneath shine through. Software copies this as onion skinning: earlier drawings show as red ghosts, later ones as green.

Try “Keys & in-betweens” in the interactive model →

Chapter 3

Twelve principles that make drawings feel alive

Switch principles on and off on the animator’s oldest exercise: a bouncing ball.

In the 1930s, Disney’s animators kept asking why some scenes felt real and others felt stiff. Two of them, Frank Thomas and Ollie Johnston, wrote the answers down in The Illusion of Life (1981): the 12 principles of animation. Animators still learn them first, for pencil, for software and for 3D.

Every student starts with a bouncing ball. With squash and stretch it looks soft. Slow in and slow out lets it hang at the top of each bounce, as gravity does. Arcs keep it on a curved path. Anticipation is the little crouch before it leaps, and follow-through is the tail that keeps swinging after the ball stops.

Timing tells us about weight. The same toss gives a rubber ball lots of bounces, a beach ball a slow, floaty drift (air drag matters when you are light and big), and a bowling ball one thud and a long roll. Tap the other cards on the board for staging, straight ahead vs pose to pose, secondary action, exaggeration, solid drawing and appeal.

Try “The 12 principles” in the interactive model →

Chapter 4

Cels, backgrounds and the multiplane camera

Stack clear cels over a painting, then spread the layers out to get real depth.

Redrawing a whole scene 12 times a second would be madness. So from the 1910s, studios drew the moving character on a clear plastic sheet called a cel (Earl Hurd’s patent, 1914). The lines were inked on the front and the colours painted on the back. One background painting sat underneath and stayed still, while only the cels changed.

Flat cels have a problem: when the camera slides sideways, everything slides together, like a photo of a photo. Real depth needs parallax: near things pass faster than far things. Disney’s multiplane camera (1937) spread the artwork out on up to seven levels of glass, with the camera on top looking down. Levels near the camera slide across the frame much faster than the background.

Many artists drawing one character must all draw it the same way. The model sheet shows the character from several sides with its rules. A drawing that breaks the rules is off model.

Try “Cels & multiplane” in the interactive model →

Chapter 5

Rigs, tweens and curves: 2D on a computer

Key a cut-out puppet, let the computer draw the in-betweens, and shape them with an easing curve.

Today almost all 2D animation is made on computers, in two main ways. Frame by frame is still drawing: every drawing is made by hand, with a pen on a tablet, in programs like TVPaint, Krita or Toon Boom Harmony. It can change shapes freely, but costs a drawing every frame or two.

The other way is a rig: the character is cut into pieces (head, body, upper arm, forearm) joined at pivots, like a paper puppet. This is cut-out animation, which is older than computers: Lotte Reiniger made a whole feature from paper cut-outs in 1926. Now software such as Harmony and Adobe Animate does it with vector shapes and bones, and many TV series are made this way.

With a rig you set keyframes: “arm down on frame 1, arm up on frame 12”. The computer draws the in-betweens: a tween. How it spaces them is set by an easing curve. A straight line gives even spacing and a robotic move. An S-shaped curve gives slow in and slow out, the same principle as the timing chart in chapter 2.

Try “Digital 2D” in the interactive model →

Chapter 6

Lip sync: drawing the sounds of speech

Break a line into sounds on an X-sheet, pick a mouth for each frame, and add acting.

For a talking character the voice is recorded first. Then someone does a track reading: listening frame by frame and writing each sound on the exposure sheet (X-sheet, or dope sheet). It has one row per frame, 24 rows for every second, with columns for dialogue, action notes and the drawings to use.

Your mouth makes many sounds with the same shape, so animators use a small mouth chart. Here Aamu has eight shapes, called visemes: M B P (closed), A I (wide open), E, O, U, F V, L, and one for most other consonants. The animator picks the mouth for each frame from the X-sheet. Many put the mouth a frame or two before the sound, because a late mouth looks wrong and an early one does not.

A moving mouth alone looks like a puppet. Acting brings it to life: a head tilt on the important word, eyebrows that lift, a blink in the pause. The best animators study how real people talk, and some film themselves as reference.

Try “Lip sync & acting” in the interactive model →

Test yourself

Frequently asked

Cinema runs at 24 frames a second. How many drawings a second is “on twos”?

12. Each drawing is held for two frames, so 24 ÷ 2 = 12 drawings a second.

Why do most hand-drawn films animate on twos?

It halves the drawings and still looks smooth for most moves. Twelve drawings a second is enough for most actions and halves the work. Fast moves may go on ones.

How many drawings is one minute of one character on ones?

1,440. 24 drawings a second × 60 seconds = 1,440.

Who draws the key poses?

The key animator. The key animator draws the story-telling poses; the in-betweener fills the gaps.

On a timing chart the ticks bunch up near the top key. What does the move do there?

Slows down. Drawings close together cover little distance each frame, so the move slows: a slow in.

What does onion skinning show?

Faint ghosts of the drawings before and after. Like light through paper, it shows neighbouring drawings so you can draw one between them.

Who wrote the 12 principles down in The Illusion of Life (1981)?

Frank Thomas and Ollie Johnston. Two of Disney’s senior animators, Frank Thomas and Ollie Johnston, published them in 1981.

You turn off slow in and slow out. What happens to the ball?

It moves at an even, mechanical speed. Without easing, the drawings are evenly spaced, so the ball never hangs at the top.

The same toss: which ball bounces the fewest times?

Bowling ball. A bowling ball keeps very little of its speed on impact (low restitution), so it thuds and rolls.

On a cel, where did the colour paint usually go?

On the back, behind the ink lines. Ink went on the front and paint on the back, so the lines stayed crisp and the brush strokes did not show.

The camera trucks sideways over a multiplane stack. Which level slides fastest across the frame?

The level nearest the camera. A level slides by the move divided by its distance, so near levels slide fastest: parallax.

What is a model sheet for?

Keeping every artist’s drawings of a character the same. It shows how the character looks from different sides and with rules, so everyone stays on model.

In a rig, what does the animator set, and what does the computer do?

The animator sets keyframes; the computer tweens the frames between. The animator keys the important poses and the software calculates the in-betweens: a tween.

A tween with a straight-line easing curve moves…

at an even, mechanical speed. A straight line means equal steps every frame, which looks robotic. An S-curve eases in and out.

What can frame-by-frame do that a simple cut-out rig cannot?

Change the shape of the drawing freely. Each drawing is new, so shapes can squash, smear and change. A rig can only move and turn its pieces.

In animation, what usually comes first: the voice or the mouth drawings?

The voice recording. The voice is recorded first, read frame by frame onto the X-sheet, and then the mouths are drawn to fit.

What does one row of an X-sheet stand for?

One frame. Each row is one frame, so a second of film fills 24 rows.

Many animators put mouth shapes one or two frames early. Why?

A late mouth looks wrong, an early one does not. We notice a mouth that trails the sound much more than one that leads it slightly.

Words worth knowing

Frame
One still picture in a film; cinema shows 24 a second.
On twos
Each drawing held for two frames: 12 drawings a second.
Key pose
A main drawing that shows an important moment of an action.
In-between
A drawing that fills the gap between two keys.
Onion skin
Faint ghosts of the drawings before and after the one you are drawing.
Squash and stretch
Flattening on impact and stretching in fast motion, keeping the same volume.
Cel
A clear sheet with the character inked on the front and painted on the back.
Multiplane camera
Artwork on levels at different distances from the camera, for parallax and depth.
Tween
In-betweens calculated by the computer between two keyframes.
Exposure sheet
A chart with one row per frame, listing sounds, actions and drawings.

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