Slow In and Slow Out

Jaden McGrath      11/30/18

The next step in the twelve principles of animation which is known as slow in and slow out. Slow in and slow out is the tendency of something resting or moving in a progressive way. This principle tells us that if a object is moving after stopping, that the spacing of that object should progressively increase until it starts going at the proper speed. Spacing is the movement from frame to frame. If you put in a logical sequence of animated drawings in pegs and turn on the bottom lights, the drawings will be superimposed with each other. The space between the parts of the animated drawing shows the movement. The bigger the spacing, the larger the movement will be.

Back in hand-drawn animations early days, even spacing was commonly used which gives you the same effect as linear tangents in Maya. It always made the movement look abrupt, and then smooth, and just overall mechanically unnatural and weird if there is no slow in or slow out. Adding slow in and slow out gives every drawing equal and fluent motion. There are four concepts that heavily apply to slow in and slow out. The first of which is position which is the way that your character or where something is in space. The second one is translation which is how far we move the drawing on a subsequent frame or the movement from one position to another. The third one is velocity which is the movement through time or the rate of change of the positions overtime (the number of frames between poses). And the fourth and final one is acceleration which describes how the velocity is changing overtime.

Timing and spacing are usually mistaken for the same thing, but they are actually not. It's true that changing your timing will also change your spacing, but they aren't the same at all. Where timing is when things happen and how long the action takes, spacing on the other hand defines how those actions happen. Don't make the mistake trying to "fix" the spacing graph editor curves because it's mostly meaningless and you aren't actually fixing the curves. The only spacing that matters is the way your character looks on the screen. Every single part of a character in motion has to and is going to have its own spacing and its own arcs. In conclusion, the easiest and most efficient way to create smooth and believable movement in you character or animation is to use spacing and slow in and slow out.

I found this article about the principle of animation slow in and slow out to be very engaging and informative. Honestly, one of the biggest issues I have with my animations are some of the movement in it. Particularly with a characters arms and legs. But learning more about this can really help me improve it on a massive scale. This article made me learn about the difference between timing and spacing and also that every part of a character should have its own spacing and arcs. Some information that I know will be very handy for me to know in the future.

As for question like always, I really don't have any. The article is very well explained and mostly straightforward with its facts and information. Also as always, there is not a single piece of this article that I disagree with in the slightest. The information that the article provides will definitely help me with my animation movements going forward. This is a important topic for animation because without slow in and slow out, your animation movements will be very mechanical and bland like on Maya. Slow in and slow out will make all the movement in your animation more smooth and realistic which is never a bad thing at all.

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