-Timeline & other important terms-
Back in the 20's and 30's animators drew out their entire animation on sheet of paper. They would draw a line of action
that represented the movement of the character or object and draw several ticks along that line to represent the timing
of the object
along that line of action. This sketching became the forerunner to the animation chart which became the
forerunner of the animation timeline we see on our computer screens in various programs. The line represented the
animation from start to end (of that particular action/animation), and the ticks represented the position of the animating
object in the animation at a given point in time.
Since it takes 24 pages of drawings to visually represent 1 second of animation it is impossible to draw ticks for
every page. So very often the ticks are based off of seconds but are at the animators discretion.
This means the ticks can be miliseconds, or minutes. The point is that the ticks represent where the drawing
(animating object) will be along the length of time, between the start and end.
Take for example if you had a sphere animating from left to right in 1 second. This is how an animator might draw
out his animation:

-Extremes, In-Betweens, Breakdowns & Tweening-
In the 1920's animators used to have to draw every single drawing in an animation. In order to speed up the process,
famous animator, Grim Natwick suggested to his employers that if they could give him another animator to just draw
the frames in-between the the important action defining frames that he could get twice as much done.
Thus the the in-betweener animator was developed. Eventually the process of developing the imagages in
between each
important image went from being known as the in-betweens to tweens. The action of drawing them became known as
tweening. The important images are known as extremes and the reason why they are called so is because they define
a change in dirrection, an end of the current action.
The mid point between two extremes is known as the breakdown
because it is the passing point. Also known as the passing position.

-Keyframes-
These are drawings or frames of the animation that are so important they define the entire animation. If you were to
just look at a string of keyframes you would be able to understand absolutley everything about the animation from the
the movement to the emotion. A key is a storytelling drawing that shows what is happening in the shot. Very often
extremes will be keys. Keys are meant to "read what occurs" in an animation. Since you will be working with frames
on your computer, instead of pieces of paper, you will be keying them for your animation. Hense the term keyframe.

-Timing-
It is how fast or slow an object moves from point A to B. Not everything moves at an even pace. Some things are slow to
begin movement, others are slow to end. Sometimes an object flung into the air slows and hangs for a bit before coming
crashing to the earth. There are many factors of force, velocity, and gravity that effect the time it takes for an object
to traverse. Animators used to draw their line of action and indicate with ticks where the position of the object would be
during that moment, during that time between A and B, during start and end.



-Squash & Stretch-
Everything has a bit of squash and stretch. Squash and stretch is deforming the animating object in order to express the
action or movement. Often you will see in cartoons a character walk off a cliff and his lower body falls and stretches
pulling his head with him. Usually the character will hit the ground and bounce as if made of rubber. This is called
squash and stretch. Not every object has the consistency of a rubber ball so use it when appropriate. If you take a
bouncing rubber ball and slowed it down so you could see how it deforms it might look a little like the diagram below.
Animators push the squash and stretch theory to the extreme to add excitment and make the animation interesting.
Falling from the sky or being shot up into it an object will tend to stretch due to gravity. Once collision with another
object occurs it will often squash into itself. It is important to note that the mass of the object does not change. Imagine
a balloon filled with water. If you squeez it, it will deform, however it does not get bigger or smaller. The water is just
shifted into a different formation. The amount of mass remains the same though the shape changes drastically. Take
a look at the bouncing ball diagram below to understand squash and stretch better.

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