Original educational motion study

Frame Budget
Studio

Spend 12 drawings. Change the feeling of one motion.

12frames
available

Timing desk

exposure sheet
Anticipation
0 / 6
drop frames here

More frames here build preparation and readability.

Launch
0 / 6
drop frames here

Fewer frames here create a sharper, snappier acceleration.

Impact
0 / 6
drop frames here

More frames here create heavier contact and clearer deformation.

Settle
0 / 6
drop frames here

More frames here create softer recovery and less tension.

Peg-bar tray

12 unspent

Drag a frame into a beat, or tap a frame to select it and then tap a beat's place selected herebutton. Every beat needs 1–6 frames.

12 of 12 frames still in the tray.

Playback stage

motion study
idle

Assign all twelve frames, then play the timing to animate this abstract hop-and-land.

Craft note

Timing is how many frames an action takes — how much screen time you spend. Spacing is how far the drawing moves between those frames. Here you only control timing: the fixed twelve-frame budget decides how long each beat lasts, and that alone changes how heavy, clear, energetic, or smooth the hop reads.

The scoring model is illustrative and deterministic. It is a teaching aid for feeling trade-offs, not a universal rule of animation. This prototype uses no real film frames and no copyrighted characters — only one original abstract shape.

Reference readings (examples)
  • Feather HopLight
    2 · 2 · 2 · 6

    Barely any contact weight, long soft recovery.

  • Rubber PopComic
    3 · 1 · 6 · 2

    Sharp snap into an exaggerated squash.

  • Stone DropHeavy
    1 · 1 · 6 · 4

    No wind-up, all the frames land on contact.

  • Alert SpringTense
    5 · 1 · 5 · 1

    Long read, hard hit, almost no release.

  • Soft LandingLight
    3 · 3 · 1 · 5

    Gentle throughout, cushioned recovery.

  • Measured StepBalanced
    3 · 3 · 3 · 3

    Even spacing — a neutral reference reading.

Context: the National Film Archive of Japan opened its program Toei Animation on Film on July 21, 2026, examining the development of animation expression, technology, and studio craft. This independent study tool references that occasion only as timely context and implies no affiliation or endorsement.