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M3 Timing and spacing

How many frames, and how far apart: two different things

Motion Basics · ~6 min · Free

1 The idea

Timing is how many frames a move takes (at 24 fps, 12 frames = half a second). Spacing is how far the object travels on each of those frames. Same start, same end, very different feel.

Animators draw a spacing chart: a line with one tick per frame. Close ticks = slow, wide ticks = fast. In comp you read onion skin or a Transform’s motion path the same way.

2 Hands-on

Task: set the timing and spacing so your chart matches the target chart

Count the target’s gaps first, then see which end its ticks bunch up at

SkyVFX Lab · M3interactive · 1001

3 Deep dive

Timing carries weight and mood

Light, small things move in a few frames; big, heavy things take many. A huge, distant smoke plume must move slowly; too fast and it reads as a tiny puff near the lens.

At 24 fps: 2 frames = 0.083 s (a flash), 12 frames = 0.5 s (a quick gesture), 48 frames = 2 s (a slow move).

Frames @24SecondsExample
1–20.04–0.08muzzle flash, lightning
60.25a spark flick
120.5a brisk card slide
48+2+a large distant plume rising

How to read a spacing chart

Each tick is one frame’s position; the thick ticks at the ends are keys. Count the gaps to get the timing; see where ticks bunch up to get the spacing (the same reading as M1’s onion-skin dots). Bunched at the end = slow end; at the start = slow start; at both = slow both.

  1. 1Count gaps = timing
  2. 2Find bunching = spacing
  3. 3Set keys + interpolation
  4. 4Compare onion skin

On ones, on twos

“On ones” means a new image every frame; “on twos” means a new image every second frame. Hand-drawn work often uses twos, but in comp an element moving on twos over a plate moving on ones stutters visibly against it.

Always judge an element that came in on twos against the plate, at speed.

4 In real work

In Nuke

  1. Transform: key the position, then read the motion path in the Viewer as your spacing chart.
  2. Dope Sheet: slide keys to change the timing without touching values (see M1).
  3. TimeOffset: shift a whole element earlier or later in time.
  4. FrameHold: hold a single frame, for checks or freezes.

Common mistakes → the fix

  • ✗ Fixing “too slow” by changing the interpolation alone✓ If the whole move is slow, fix the timing (frame count) first, then shape the spacing.
  • ✗ Giving every size of object the same timing✓ Big, distant things take more frames; small, close things fewer.
  • ✗ Judging timing by stepping frame by frame✓ Timing must be judged at real speed, from cache or a flipbook.

Before you send the shot

  • The main move’s frame count suits its weight and size
  • Spacing starts and ends as intended (at rest or moving)
  • No element on twos over a plate on ones by accident
  • Watched at real speed

5 Check yourself

One question to check yourself

Same distance, but cut from 24 frames to 12. What changes?

What you learned

🔒 Answer the question above and this card opens

More questions

1. A chart has 9 ticks (including both keys). How many frames does the move take?

2. A huge distant smoke plume looks like a tiny puff. Most likely cause?

Where the numbers come from: Spacing patterns use simple curves: even = linear, slow start = u², slow end = 1 − (1 − u)², slow both = 3u² − 2u³. Teaching curves, not any app’s presets. Slow end and slow both are the same curves as M1’s ease out and ease in-out; slow start is ease in.