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Motion design·The principles of animation 2/5·3 min read·

Slow in, slow out: why linear motion looks like a machine

The computer fills in every frame between two keyframes. How it fills them is your decision, and it is the difference between a card that moves and a card that lives.

Felipe RisallahFounder, FRISOLeia em português

Thomas and Johnston put it plainly: a movement that starts slowly, speeds up in the middle and ends slowly is more natural and more convincing than a movement at constant speed. A car does not reach 60 in zero seconds, and it does not stop in zero centimeters. Our eyes know that before we do.

On paper, animators controlled this by spacing the drawings: close together near the poses, far apart in the middle. On a computer, the same idea became interpolation. You set two keyframes and the software fills in the frames between them, either in a straight line or following a Bézier curve. When I animated Fala, Vô!, most of the work after blocking the poses was exactly this: opening each curve and adjusting it by hand, one by one. The software does the math; the feeling is still yours.

Same distance, same time. Only the curve changes.

Three curves solve almost everything

The default curve of most software is a gentle ease in and out on everything. That is why so much motion looks the same. Choosing the curve per movement, and making it stronger than feels comfortable, is one of the quickest upgrades you can make.

How to read a speed graph

The value graph shows where something is. The speed graph shows how fast it is going, and it is the one that tells the truth. A good ease looks like a hill: low at the edges, one peak. A flat line is linear motion. Two peaks mean the movement hesitates in the middle, which is almost never what you want. If the peak leans to the left, the movement is front-loaded: it bursts and then glides. That is the signature of confident motion.

An exercise for this week

Pick one scene. Make its entrance curve twice as strong as the default and watch it three times. Then do the opposite. The first version will feel more expensive, and you will not want to go back.

Parts of this series come from Felipe Risallah's undergraduate thesis on the production of the 3D short film Fala, Vô! (Cinema and Audiovisual, UFES, 2023), and from The Illusion of Life: Disney Animation, by Frank Thomas and Ollie Johnston (1981).

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