You animate by creating the illusion of movement through a sequence of slightly different images shown one after another at speed, usually 12–24 frames per second for hand-drawn work and 24–30 for many digital projects.

Big picture: what “animating” means

At its core, animation is:

  • Deciding what story or action you want.
  • Breaking that action into key poses (the most important “storytelling” positions).
  • Adding the in‑between drawings or computer‑generated motion that connects those poses smoothly.
  • Playing those images in order on a timeline so they feel alive.

You can do this:

  • Frame‑by‑frame : Every frame is drawn separately (classic cartoons, flipbooks).
  • With tweening : You set the start and end of a motion, and software fills in the frames (Adobe Animate, web motion tools).
  • With rigs/puppets : You build a character with moving parts and rotate/move them over time (common in TV and web animation).

Step‑by‑step: your first simple animation

Here’s a generic process that works in most 2D software (Adobe Animate, Krita, Blender Grease Pencil, etc.).

  1. Pick your software and set up
    • Install a 2D tool:
      • Adobe Animate (paid, industry‑standard for web/TV motion).
   * Krita (free drawing/animation).
   * Blender Grease Pencil (free, powerful 2D in a 3D app).
 * Create a new “animation” or “timeline” document, choose resolution (e.g., 1920×1080) and frame rate (start with 24 fps).
  1. Learn the timeline basics
    • Frames: individual moments in time.
    • Keyframes: important frames where something changes (position, pose, color, etc.).
 * Playhead: the marker that shows which frame you’re on when you scrub or hit Play.
  1. Animate a bouncing ball (classic beginner exercise)
 * On frame 1, draw the ball at the top of the screen.
 * On frame 6–8, draw it squashed at the ground (contact pose).
 * On frame 12–16, draw it back up (but not as high, to show lost energy).
 * Add more frames between if it feels too fast; remove frames if it’s too slow.
 * Use “onion skin” if your software has it so you can see previous/next drawings faintly while you work.
  1. Use frame‑by‑frame or tweens
    • Frame‑by‑frame:
      • Make a new empty keyframe each time the ball moves, draw the new position, and repeat.
 * Motion/shape tweens (in apps that support them like Animate or some web tools):
   * Draw ball at frame 1, another at frame 12 in a different position, then apply a motion tween so the software fills in the in‑betweens.
  1. Play and adjust
    • Hit Play and watch your animation loop.
 * Tweak spacing: closer drawings = slower motion; further apart = faster motion, which gives your animation weight and rhythm.
  1. Export
    • When it feels good, export to video or GIF from the “Render/Export Animation” menu in your software.

How the pros structure the whole process

Even for simple shorts, the full animation pipeline usually looks like this:

  1. Idea and script
    • Write a short scenario: who, what happens, where, and why it matters.
  1. Storyboard
    • Make quick sketch panels that show the main shots and camera angles; focus on clarity, not beauty.
  1. Animatic
    • Put storyboard frames on a timeline with rough timing and temp audio to test pacing before you animate anything clean.
  1. Design
    • Create final character designs, backgrounds, and props so everything looks consistent.
  1. Rough animation
    • Animate loose, rough poses, focusing on timing and acting before you bother with clean lines and color.
  1. Cleanup, color, and effects
    • Trace clean lines, add color, shading, and any effects.
  1. Sound and export
    • Add dialogue, sound effects, and music, then export the final movie file.

Classic techniques: frame‑by‑frame vs tweens vs rigging

You’ll see these terms a lot in tutorials and forum posts:

  • Frame‑by‑frame
    • Every frame is drawn separately (great for expressive, “alive” motion).
    • Used heavily in traditional 2D shorts; most beginner “bouncing ball” demos show this.
  • Motion/shape tweens
    • You set keyframes and the software interpolates (moves, rotates, fades) the object.
* Best for smooth camera moves, UI motion, simple character slides, or morphing one shape into another.
  • Rigging/puppet animation
    • Build a character with “bones” or separate parts, then pose the rig.
* Common in TV animation and motion design where you need to reuse characters efficiently.

Where forums and “latest” conversations fit in

If you browse recent animation threads or YouTube comments, you’ll notice a few recurring themes:

  • Many beginners ask almost exactly “how do I animate?” and experienced animators usually answer:
    • Start with a bouncing ball.
    • Learn timing and spacing before fancy effects.
    • Don’t worry about expensive tools; free options are enough to learn.
  • There’s a strong trend toward:
    • Free and open‑source tools like Krita and Blender for 2D.
* Short online courses that walk you through script → storyboard → animatic → final export in one series.
  • Community advice often stresses:
    • Practice short exercises daily instead of trying a huge film right away.
    • Focus on the 12 principles of animation (squash/stretch, anticipation, etc.) once you’re comfortable making things move.

Simple “starter plan” for you

If you want something you can literally start this week:

  1. Day 1–2:
    • Install Krita or Blender (both free).
    • Learn how to open the timeline, add frames, and press Play.
  1. Day 3–4:
    • Animate a bouncing ball looping 1–2 seconds long.
    • Experiment with slow in/out by changing how close frames are.
  1. Day 5–7:
    • Animate something with character: a leaf falling, a door opening, or a simple face changing expression.

If you tell me what device you’re on and what style you’re interested in (hand‑drawn cartoons, motion graphics for web, 3D, etc.), I can tailor this into a specific, tool‑by‑tool walkthrough just for you.

Bottom note: Information gathered from public forums or data available on the internet and portrayed here.