Tag: animation timing

Blocking Plus Workflow: Timing

In animation, one of the first major steps in developing a believable performance is blocking—laying down the key poses that define how a character moves and reacts. Refining this workflow, especially in the blocking stage, can be crucial in laying the proper foundation for a smooth animation. In this clip from a live AnimSchool lecture, instructor Jean-Luc Delhougne discusses his workflow for blocking, with emphasis on timing.

During blocking, the goal is to understand the character’s physicality and intent. Whether it’s a jump, a step, or a weight shift, it’s important to capture the essential actions and emotional beats through clear, well-designed poses, with focus on the spacing, or the relationship between the poses. These poses form the skeleton of the animation. At this point, the animation might not necessarily feel right when played, but don’t worry—timing comes later.

Note that all of the keyframes are currently on twos. Jean-Luc explains that, in the blocking stage, he ignores the timing and instead focuses on the spacing (the relationship between poses) in order to clearly understand what the character is doing.

Once the poses are working, the next step is to introduce timing, which transforms the static poses into a convincing and dynamic performance. Good timing isn’t just about counting frames; it’s about feeling how the character moves. For example, anticipation before a jump needs to be strong and readable—often holding for more frames than the jump itself—so the audience can register the build-up of energy. Similarly, the peak of a jump might benefit from a bit of hang time to convey weight, before quickly snapping back down into the landing.

Timing is rarely perfect on the first try. Animators often go through rounds of experimentation, pushing keyframes forward or backward, adjusting spacing, or adding breakdowns to smooth transitions. A common pitfall is trying to stop motion too quickly—after a jump, for instance, it can be tempting to have the character land and immediately hold. But real motion doesn’t stop on a dime. Adding extra steps, weight shifts, or slight bounces after a landing helps absorb momentum and makes the action feel grounded.

As the timing gets refined, an important detail to look for is variation. Evenly spaced keyframes tend to create robotic, lifeless motion. A well-timed animation should have a mix of fast and slow moments—sharp transitions, longer holds, staggered steps. This contrast gives the performance rhythm and energy. Looking at the timeline and seeing irregular gaps between keyframes can be a good visual sign that the timing has a natural, organic flow.

Ultimately, strong animation comes from the balance of thoughtful posing and refined timing. Blocking lays the structural foundation, while timing injects life and rhythm.

Before timing adjustments
After timing adjustments

Watch the full clip from an AnimSchool lecture here: 

At AnimSchool, we teach students who want to make 3D characters move and act. Our instructors are professionals at film and game animation studios like Dreamworks, Pixar, Sony Pictures, Blizzard & Disney. ⁠Get LIVE feedback on your Animation from the pros. Learn more at https://animschool.edu/

Student Spotlight: Fabiana Dell’Aquila

AnimSchool graduate Fabiana Dell’Aquila animated a scene using audio from the TV show “Desperate Housewives” (episode aired 2009), and details all the changes that occurred in her creative process. Her shot was featured in the 2024 AnimSchool Student Showcase.

Dell’Aquila explains that, when starting the shot, she immediately knew that she wanted to work on a funny shot with personality. She got the chance to dive into a character and act as she never would in real life, which she saw as a self-confidence boost.

“I just had so much energy, so much desire to play with a bit of a more funny timing,” she notes.

Initially, Dell’Aquila had started with more of a slouched pose for her character. However, her instructor gave her a quick sketch of a much more dynamic pose, having the character adjust and admire her own appearance in a handheld mirror. From that drawing, she rebuilt the animation and added more dynamic movement within the arms. She mentions that she ultimately had a lot of fun playing with smaller, more subtle animations of the hands and face.

Watch her featured clip below:


At AnimSchool, we teach students who want to make 3D characters move and act. Our instructors are professionals at film and game animation studios like Dreamworks, Pixar, Sony Pictures, Blizzard & Disney. ⁠Get LIVE feedback on your Animation from the pros. Learn more at https://animschool.edu/

Walk Cycle Animation Tips

AnimSchool instructor Janel Drewis breaks down the basic steps, and how video reference is used as an aid to achieve believable character movement.
Achieving a natural and convincing walk is deceptively simple. A successful walk cycle animation requires a keen eye for the intricacies of human movement. It involves mastering complex details such as weight distribution, timing, balance, and coordination all while ensuring the character’s movement matches their personality.

Walk cycles do not employ any one specific Principle of Animation – a good walk cycle incorporates each principle in some manner. Because walks are so familiar to the human eye, audiences are extremely aware and can easily identify when a walk looks off or is not believable.


Main Poses of a Bipedal Walk Cycle

  • Contact: front heel makes contact with the ground
  • Down: hips are at their lowest; “bottom” position
  • Passing: back leg passes the front leg
  • Up: hips are at their highest; “top” position

Walk Timing
In a standard walk cycle, the four poses above are spaced evenly throughout. Most people walk “on 12s,” which means they take one step every 12 frames, or roughly two steps every second at 24fps. Animating walk cycles on 16s or 8s was more popular in older 2D animation because animators did not have to split the drawings on thirds like they would have for animating on 12s.

Other Tips
When looking at a reference video, make note of how much the hips drop/rise and how straight/bent the legs are. Additionally, pay attention to the spacing of the feet between frames; this will affect the ease in/out between steps.
To loop your walk cycle, ensure that the pose of your final frame matches your initial frame – you can do this by copying and pasting the initial frame. This will ensure seamless looping. To play this loop continuously, select everything and activate Curves > Pre Infinity > Cycle with Offset and Curves > Post Infinity > Cycle with Offset.


Watch the full excerpt from a live AnimSchool lecture below:

At AnimSchool, we teach students who want to make 3D characters move and act. Our instructors are professionals at film and game animation studios like Dreamworks, Pixar, Sony Pictures, Blizzard & Disney. ⁠Get LIVE feedback on your Animation from the pros. 

Learn more at https://animschool.edu/