What is an animation timing chart?
An animation timing chart is a planning guide for controlling motion across frames. It shows where key poses appear and how drawings are spaced between them. Animators use timing charts to communicate acceleration, deceleration, holds, and pose emphasis. A clear chart reduces guesswork when an animator or assistant creates in-between drawings. It also makes revisions easier because timing decisions stay visible.
How animation timing works
Timing describes how long an action takes. Spacing describes how far an object moves between drawings. These ideas work together to create believable motion. Even spacing creates constant speed. Drawings placed closer together create slower movement. Wider spacing creates faster movement. Ease-in and ease-out patterns help actions start or stop naturally. Animating on ones uses a new drawing every frame. Animating on twos keeps each drawing for two frames. Mixed exposure can combine smooth action with economical holds.
Keys, breakdowns, and in-betweens
Key poses define important storytelling positions. Extremes show the farthest points of an action. Breakdowns describe how movement travels between keys. In-betweens complete the remaining motion. Contact and passing poses are especially useful for walks and runs. Anticipation prepares viewers for a major action. Follow-through and settle poses help movement finish with weight. Timing charts let these poses share one organized timeline.
How to use this generator
Set the frame rate and shot range first. Add timing rows for important poses, then assign drawing numbers and exposures. Choose spacing patterns that match the intended speed. Add dialogue, visemes, camera events, or notes when needed. Review the live duration and workload summary. Validation warnings can reveal frame gaps, duplicates, or invalid exposures. Finally, download CSV for spreadsheets or PDF for production review. A saved JSON file can restore editable chart data later.
Example timing reference
| Technique | Typical use | Timing effect | Example at 24 FPS |
|---|---|---|---|
| On ones | Fast or detailed action | Very smooth | 24 drawings per second |
| On twos | General character animation | Smooth and efficient | 12 drawings per second |
| On threes | Limited animation | More stepped | 8 drawings per second |
| Hold | Pause or emphasis | No new drawing | One drawing across many frames |