24 FPS, 30 FPS, even 12 FPS.
I know what the acronym means, but how does FPS impact one's animation? I have always assumed that 30 FPS produced 'smoother' results.
But then again, I'm just a newbie. :3
The significance of FPS?
Started by: Saf | Replies: 15 | Views: 1,787 | Closed
May 2, 2013 6:39 AM #962438
May 2, 2013 10:38 AM #962616
Use the logic. If you have a walk loop at 12 fps. You will have 12 different movements to complete 1 step; but if the animation is set at 24 fps, you will have the exact same movement but with 24 different movements, it looks way more smoother because you're using more frames to do the same movements that you could do with 12. However, it takes some time to learn how to use the 24 fps, is just practice.
May 2, 2013 10:45 AM #962627
Yeah, pretty much what Camila stated above. If an animation is 12 fps, then you're able to animate 12 different frames each second. During 24 fps, you're able to animate 24 different frames each second, which is double the frames 12 fps can produce in a second. This can produce smoother results.
It's all personal preference though.
It's all personal preference though.
May 2, 2013 10:48 AM #962631
If you are producing an anime or a full-body style... You might use a lower FPS and more loops
May 2, 2013 11:08 AM #962650
Also note "smoother/higher fps" is not always the desirable factor within animation. It takes great skill to space frames at a low fps/or multiple framing and make it look very cool and natural. It's a separate art in itself. Heavy spacing between movements takes a lot of skill to make look good. Look at Kixx's animations for example. Much of his animation has heavy spacing, and is more BAMF than most (IMO). It's almost like a sprite style. Generally smoother animation doesn't impress anymore than any other style (unless the keyframes are sweet). It isn't hard to know what EXACT movement comes next on 30fps, in fact, it's stupidly easy. I think the smoothness in framing is mostly about achieving a desired "style". Personally, I find it more artistically impressive and exciting to see what animators can "get away with" so to speak, while implementing a heavy spacing style between frames. It's just preference really.
30fps will produce smooth results. I use 24fps because that is what I'm used to (although I double/triple frame when I feel necessary). I've seen 12fps look godly. It's merely a matter of preference in how you want your spacing and fluidity to display. Most likely, if your keyframes and posing look good, then your animation will look good at any frame rate as long as you compensate for such framing.
30fps will produce smooth results. I use 24fps because that is what I'm used to (although I double/triple frame when I feel necessary). I've seen 12fps look godly. It's merely a matter of preference in how you want your spacing and fluidity to display. Most likely, if your keyframes and posing look good, then your animation will look good at any frame rate as long as you compensate for such framing.
May 3, 2013 10:57 AM #963683
Nhazul replied. O_O
May 3, 2013 12:10 PM #963742
Quote from SafNhazul replied. O_O
Uhm... congratulations?
Do you understand now by the way?
May 3, 2013 1:03 PM #963800
I alternate between 24 and 30 FPS because that's just easier for me. If I am doing a 2D combo based exercise, I use 27 or 30. It didn't start that way thought, it's just something I picked up along the way. If you want a long length animation and you want to finish it quickly them 24 FPS is your guy.
May 3, 2013 2:45 PM #963865
To sum things up, FPS is mostly dependent on the style or way you animate.
Do you want it to look smooth? Cartoonish? Anime style? It all depends.
Do you want it to look smooth? Cartoonish? Anime style? It all depends.
May 3, 2013 4:51 PM #963963
i used to animate at 18 and i wasnt half bad at it and everyone said it was great....but recently i forced myself to change to 27/30 fps.....it wasnt easy...but i definatly learnt a lesson . And hazul is right , it depends...
May 3, 2013 5:06 PM #963971
FPS isn't just about smoothness, it's about the standard of the style of animation which you are aiming for. 60 FPS is the standard for games because high definition televisions and computer monitors, particularly LCD, are designed around 60 hertz signals as a common base capability.
May 4, 2013 5:59 AM #964461
Quote from CamilaUhm... congratulations?
Do you understand now by the way?
Yes. The information you guys have given really helped. Thanks! :)
May 4, 2013 6:52 AM #964482
To be fair I don't even think it's style dependent. It's all personal preference really. Higher framerates are generally used because it is easier to make a smooth, yet complicated animation. When you have heavy spacing in fights like they would in Naruto or some shit then it would be easier to use 12 or 15 fps. They often get the high speed illusion by the way they draw the frames when they animate, so it isn't all animation skill. I would say it's better to learn with a higher framerate until you understand all of the key elements in animating and have a strong grasp on keyframing.
May 9, 2013 12:28 PM #969174
FPS determines the speed of your animation.
If you want to make your guy go fast, you 24 or more. However, the higher the frame rate, the more difficult it is to animate it's movements.
Slower FPS will be easier to animate, but your movements are going to really sloooww.
If you were to animate at a specific frame rate, I'd pick somewhere between 18 and 24.
If you want to make your guy go fast, you 24 or more. However, the higher the frame rate, the more difficult it is to animate it's movements.
Slower FPS will be easier to animate, but your movements are going to really sloooww.
If you were to animate at a specific frame rate, I'd pick somewhere between 18 and 24.
May 9, 2013 4:09 PM #969285
I think he already got it...