All posts tagged cycles

I have written about looping animation and walk cycles before, accentuating on the importance that the well-designed internal symbol structure has for achieving optimal flexibility and control.
I have also written at length about how with digital cutouts we can produce rather organic-looking animation, which does not suffer from the typical floatiness and disjointedness of Flash-animated puppets.

In this article I'd like to share a few more thoughts and practical advice on the topic. Read more
Using Keyframes and Clas­sic Tweens makes re-timing easy. Slid­ing the keys to the left or right results in hav­ing more or fewer in-betweens and there­fore slower or faster movement.

A typ­i­cal prob­lem for time­line based appli­ca­tions is that the lin­ear rep­re­sen­ta­tion requires to tem­porar­ily have a dupli­cate keyframe. For exam­ple if we would like to have an object move from point A to point B to point C and then back to A with 3 in-betweens between the keys, the cycle will look like this: Read more