In this quick blender video tutorial, I go over a quick easy way of achieving a stop-motion look to a pre-setup animation by adjusting the Frame Rate settings in the Render panel.

To add more levels to this, you could try and adding longer random frames to simulate the error of the human ways. Moving an arm too much in one frame, then not as much the second frame. Have some fun with it! Post any youtube, or examples below in the comments.

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Discussion

28 Responses to “Faking Stop Motion”
  1. Posts: 59

    I like how your tutorials bring variety with your stylised dragon, claymation scene, the skull etc. You bring different and very good interesting techniques to the Blender community. Which is why, I think, you’ll be forever an invaluable resource to this community.

    So, thank you very much for your shared wisdom! I have not joinded the Blender Cookie community officially, yet, but when I can set aside some dosh to do so I certainly will.

    P.S. I haven’t seen any new videos from Kernon Dillon on here, is he busy with other projects?

    Thanks again Mr Wardy! =D

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    1
    Nov 2, 2010 at 7:04 pm
    • Posts: 319

      Yah, Kernon has been swamped with the production of his 2.5 series. We miss him as well. :)

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      1.1
      Nov 3, 2010 at 4:54 pm
  2. Posts: 160

    Nice animation tips, David. Never knew what some of those buttons were for.

    Cheers,

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    2
    Nov 2, 2010 at 7:18 pm
  3. Rebecca Fryer
    Posts: 19

    Excellent tutorial, David. I wasn’t aware that you could actually render from the main viewport window like this that’s really interesting. I also love that cartoon run cycle, is there a tutorial for that?

    -Becky

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    3
    Nov 2, 2010 at 8:47 pm
  4. comeinandburn
    Posts: 54

    Thanks David.. awesome stuff as usual. I personally love quick tips especially really useful ones like this.

    @Aaron I think Kernon’s been busy getting his latest DVD series released, can’t wait.

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    4
    Nov 2, 2010 at 10:17 pm
  5. Posts: 124

    Thanks David!!!

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    5
    Nov 2, 2010 at 10:45 pm
  6. Posts: 43

    Not to split hairs, but in this case the frame rate base number (or whatever it’s called) might be referred to as a denominator (which the FPS is divided by as far as I understood), instead of the divisor (which would be the number being divided, i.e. on top of the fraction) ;)

    Anyway, I have to say that I think it’s really quite funny (in a positive way) how you sometimes wonder about some word or other and sort of discuss it with yourself live :D It also gives us something to split hairs over.

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    6
    Nov 3, 2010 at 5:30 am
  7. hawk3y3
    Posts: 24

    hey nice tutorial :) i was wondering if you could give us some tips on animating the rig we made in your “using the human meta rig” tutorial. it would be nice because im a compleate noob when it comes to animating.
    thanks!

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    7
    Nov 3, 2010 at 9:11 am
    • Serpent36
      Posts: 80

      Try searching in this site, there should be a lot of animating stuff for you. :D

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      7.1
      Nov 3, 2010 at 2:06 pm
  8. Andy
    Posts: 6

    Nice! Would like to see some tuts on how to use Motion Capture within Blender too :)

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    8
    Nov 3, 2010 at 2:41 pm
  9. Posts: 4

    Nice tip

    Traditionally, stop-motion and cell animation is done at 12 fps but each frame is reapeated twice giving an effective framerate of 24 fps to match the projectors.

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    9
    Nov 3, 2010 at 7:24 pm
    • Posts: 261

      cool deal, wasn’t sure on the fps. i would’ve guessed 10 or so, but thought i’d knock it down a bit for the tutorial so that it’s more obvious.

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      9.1
      Nov 5, 2010 at 3:15 pm
  10. yoyo
    Posts: 1

    If I wanted to make a stop motion in 3D animation
    I would strongly avoid this technique!

    Cause you take time to make an fluid animation, and at this end you don’t have any control on what is going to be seen on the screen, Where the Strong key frame who makes the strength of the animation is going to be??
    and the little imperfection of the stop motion, who give so much life in it!

    I’ll probably make an animation in step, you’ll get the same effect but with a total control of your animation this way, on spacing and timing!

    I know the name of the video is Called “FAKING stop motion animation”, So Up to the watcher to make what they wanted to.

    Take care anyway David I watch every of your tutorial :)

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    10
    Nov 4, 2010 at 4:26 am
  11. Martin Lindelöf
    Posts: 30

    You can refere to those preview renders as OpenGL renders. because it’s actually rendering what’s in the 3dview and that’s OpenGL.

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    11
    Nov 4, 2010 at 8:12 am
  12. Bradley
    Posts: 7

    Hey David, love the tutorial, but, how did you manage to get quicktime as an option as i cant render animations in any other formats… answer from anyone would be appreciated!

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    12
    Nov 4, 2010 at 11:59 am
    • Posts: 261

      i would imagine it probably has something to do with what video codecs you have installed on your machine (altho i could be wrong). you might try installing the K-Lite Codec Pack (http://www.codecguide.com/), it has quite a few in there.

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      12.1
      Nov 5, 2010 at 3:12 pm
      • Bradley
        Posts: 7

        Thanks ill try that out :D

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        12.1.1
        Nov 6, 2010 at 4:38 pm
      • Bradley
        Posts: 7

        Cool it worked David.

        Also, to fix if anyone else is having problems, download the codec, then under your render options tab, change type to MPEg then in encoding, select preset Xvid and change the type to either AVI or Quicktime

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        12.1.2
        Nov 6, 2010 at 7:03 pm
      • ERNEST
        Posts: 1

        hi Dave, am just a novice in this blender stuff but I’ve learn some basics like how to create a character with meta ball and so on but i wanna do something a little bit more challenging, like making a real cartoon character,can you help me out,ill appreciate it a lot,..pls also tell me the latest blender available now,thanks.

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        12.1.3
        Feb 17, 2011 at 7:50 am
  13. PLyczkowski
    Posts: 7

    Just lowering the frame rate or flickering the light (not a good idea) is not enough to achieve the stop motion look – you just achieve the low fps look. The key to a stop motion look is a little randomness in the character’s position in each shot. There are two ways in doing this – a clever script, which I don’t know how to make, and would be so happy to have it – or this: In Blender 2.49 leave framerate as is, go to curve editor, and ctrl-rmb click each animation channel every two frames, where there is animation, and when you’re done, change the interpolation to constant. Thanks to the by-hand clicking you get randomness, and only the character gets the low-fps (5 or 6 fps is way too low, in this way we get 12 or 15). This is how I made the stop motion look for “The List”. Cheers.

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    13
    Nov 6, 2010 at 4:27 am
  14. Posts: 28

    Very cool! Thanks for this!

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    14
    Nov 7, 2010 at 6:21 pm
  15. Moolah
    Posts: 59

    Hey, David, Wes, Jonathan and Kernon! I like all of your tutorials – it’s full of creativity and gives me tips about planks in quality.
    Please, could you make a tutorial “Rolling ball” (using drivers if it’s possible with this case) where a ball will be auto-rotating and following an Empty which will be sliding on a projected curve (for a randomly deformed surface).
    The main idea – to show how to use Drivers in “simple” cases to achieve the best result and how to make a simple rotating and jumping ball’s rig.

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    15
    Nov 8, 2010 at 1:31 pm
  16. Posts: 2

    A few more tips, as stated earlier 12 fps or 15 if European was a standard for stopmotion for a long time. Instead of animating before hand and wasting your time keying frames that aren’t going to be animated, set your playback speed to 12 to begin with. Also if you really want to get a stopmotion feel animate every frame in order 1,2,3,4,etc. This is how you had to do it in stopmotion. You just get the ability to fix it in blender ;)

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    16
    Nov 10, 2010 at 2:22 pm
  17. slukas
    Posts: 1

    Hi David,

    You’re wrong with this tutorial. To achieve proper stop motion feel you’ll need to set your playback fps to 24 and animate your character frame by frame with constant key interpolation and doubling each frame. This way you’ll get 12fps witch is proper for stop motion. Well – you don’t need to fit in 12fps all the time. There are several techniques of fps combination witch gives you more control. Example in 6 frames: normal – 1,2,3,4,5,6 combined – 1,1,2,3,3,3. Every time you get 6 frames of time but in normal mode you need to make 6 frames for 1/4s and in combined solution only 3 frames for 1/4s. You’re playback speed should always be 24fps (25 for palTV).

    It’s very kind of you to make all this tutorials but I suggest you reading more about the subject you will to teach.

    cheers,

    slukas

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    17
    Nov 11, 2010 at 7:34 am
    • PLyczkowski
      Posts: 7

      That wouldn’t be faking stop motion – that would be proper stop motion.

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      17.1
      Nov 12, 2010 at 6:11 am
  18. MeshWeaver
    Posts: 37

    pretty cool, gotta try that :D

    thanks for these great animations tutorials, David, they’ve gotten me back into practicing animation :D

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    18
    Nov 11, 2010 at 12:12 pm
  19. Marc_H
    Posts: 1

    I think you’ve misinterpreted what stop motion is.
    Stop motion can be beautifully smooth and meticulous. Just like CG animation can also look lazily made and way too ‘tweened’.

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    19
    Dec 12, 2010 at 8:31 pm
  20. TehEpicPineapple
    Posts: 1

    I do stop motion a lot(I came from that to 3d) and Stop motion animation is professionally done at 24fps, but pretty much everyone uses 15fps these days, and it doesn’t necessarily have to be choppy, in fact, it can be quite smooth, there is no such thing in stop motion as “too smooth” as there is in 3d.

    But great tutorial anyway!

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    20
    Mar 20, 2011 at 4:50 pm

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