Tutorials

Frame-by-frame and onion skinning

Draw a bouncing ball one keyframe at a time with F6 and F7, use onion skinning to see the frames around the one you draw, step through it, and play it on a loop.

Try it in Phoenix

This page is also a lesson inside Phoenix: choose Help › Tutorials... and start Frame-by-frame and onion skinning, and Phoenix points at each control as you go. It takes about 8 minutes.

To follow along here instead, start a new document with File › New...: 1280 by 720 pixels at 12 frames per second.

A spinning square shown with faint copies of earlier frames in blue and later frames in green
Onion skinning shows the frames before in blue and after in green.

In this tutorial you will animate a ball bouncing across the stage by drawing it again on each frame, the way hand-drawn animation is made.

The new document runs at 12 frames per second, so each drawing stays up a little longer.

1. Pick the Oval tool

Press O, or choose the Oval tool from the Rectangle slot.

2. Frame 1: the ball up high

Hold Shift and draw a ball near the top left of the stage. This is the top of its fall.

3. Go to frame 2

Click the cell under frame 2 in the timeline.

4. A blank keyframe

Press F7, or choose Insert > Timeline > Blank Keyframe. Frame 2 is now a keyframe of its own, with nothing on it: the stage is empty.

5. Turn on onion skinning

Click this button, or press Alt+Shift+O. The ball from frame 1 shows faintly, so you can place the next drawing against it. Frames before the playhead show in blue, frames after it in green.

6. Frame 2: falling

Draw the ball again, lower down and a little to the right of the faint one.

7. Go to frame 3

Click the cell under frame 3.

8. A keyframe with a copy

This time press F6, or choose Insert > Timeline > Keyframe. A keyframe starts with a copy of the frame before it, so the ball is already there to move.

9. Pick the Selection tool

Press V.

10. Frame 3: hitting the ground

Double-click the ball to select its fill and outline, then drag it down to the bottom of the stage, a little further right.

11. Squash it (if you like)

A ball squashes as it lands. Press Q for the Free Transform tool and drag the handles to make the ball a little wider and shorter.

Click Next when you are happy with it.

12. Frame 4: bouncing up

Click the cell under frame 4, then press F7 for a blank keyframe, so you can draw the ball fresh.

13. Draw the rising ball

Press O and draw the ball rising again, up and to the right of where it landed. The onion skin shows the frames before it.

14. Frame 5: up high again

Click the cell under frame 5 and press F7.

15. Draw the top of the bounce

Draw the ball near the top of the stage, further right again.

16. The onion skin markers

The markers in the ruler above the frames show which frames the onion skin covers, a few each side of the playhead. Drag a marker to show more frames or fewer. Right-click the onion skin button for more settings.

17. Back to the start

Click the Step back button, or press , (comma), until the playhead is on frame 1.

18. Step through the drawings

Now step forward with this button, or . (period), to frame 3. Flipping between drawings like this is the best way to check the motion.

Alt+. and Alt+, jump to the next and previous keyframe.

19. Loop playback

Click the Loop button, or press Alt+Shift+L, so playback goes round and round. Drag the ends of the loop range in the ruler to loop only part of the timeline.

20. Play it

Press Enter, or click Play. Turn the onion skin off to see the ball move cleanly. Press Enter again to stop.

What you did

You drew an animation frame by frame, with F7 for empty keyframes and F6 for copies, checked it with onion skinning and stepping, and played it on a loop.

To keep the ball bouncing, add more keyframes after frame 5. Then try Symbols and editing in place.