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Unlocking the Benefits: 2D Animation Workflow with Shooting on 2's (Twos)

If you have ever wondered how animators create smooth, fluid motion without drawing every single frame, then you’ve encountered the concept of shooting on twos. This technique is a cornerstone of 2D animation workflows and offers a smart balance between quality and efficiency. Understanding why animators use 24fps and how animating on 2's fits into this frame rate can help you improve your animation timing and spacing while speeding up your process.


Eye-level view of a traditional animation desk with hand-drawn frames arranged
Animation desk showing hand-drawn frames arranged for shooting on twos

What Does Shooting on Twos Mean?


Shooting on twos means that each drawing is held for two frames instead of one in a 24fps animation. Since 24 frames per second is the standard frame rate for film and many animations, shooting on twos effectively reduces the number of unique drawings you need to create per second from 24 to 12.


This technique is a practical compromise. It keeps the animation smooth enough for the human eye while halving the workload. Instead of drawing 24 different images for one second of animation, you only draw 12. This is why animating on 2's is so popular in traditional and digital 2D animation.


Why Do Animators Use 24fps?


The choice of 24fps comes from the film industry, where 24 frames per second was established as the standard for motion pictures. This frame rate strikes a good balance between smooth motion and economical use of film stock. For animators, 24fps offers a natural look that matches live-action footage and feels comfortable to viewers.


At 24fps, animators can use shooting on twos to reduce workload without losing much visual fluidity. This is why you often hear the question: Is 24fps better than 30fps for animation? The answer depends on the style and medium, but 24fps is generally preferred for traditional animation because it allows for shooting on twos, which is less common at 30fps.


The Difference Between Animating on Ones and Twos


Animating on ones means creating a new drawing for every single frame. At 24fps, that means 24 unique drawings per second. This results in very smooth, fluid motion but requires a lot of time and effort.


Animating on twos means each drawing is held for two frames, so you only need 12 drawings per second. This reduces the workload significantly while still maintaining acceptable smoothness.


Here’s a quick comparison:


  • Animating on Ones

- 24 unique drawings per second

- Very smooth motion

- Time-consuming and labor-intensive


  • Animating on Twos

- 12 unique drawings per second

- Slightly less smooth but still fluid

- Faster production and less strain on resources


Many classic animations use a mix of ones and twos, switching to ones for fast action scenes and twos for slower movements. This approach balances quality and efficiency.


How to Animate Faster Without Losing Quality


Shooting on twos is one of the best ways to speed up your animation workflow without sacrificing quality. Here are some practical tips:


  • Plan your timing and spacing carefully. Good timing means knowing exactly how long each action should take. Proper spacing controls the distance between drawings and affects the smoothness of motion.

  • Use keyframes and breakdowns effectively. Focus on drawing the most important poses first, then fill in the in-between frames.

  • Mix animating on ones and twos. Use ones for fast or complex movements and twos for slower or repetitive actions.

  • Leverage digital tools. Software like Toon Boom or TVPaint can help you manage frames and timing more efficiently.

  • Reuse backgrounds and cycles. Looping cycles like walking or running animations can save time.


By combining these strategies with shooting on twos, you can produce high-quality 24fps animation faster and with less effort.


Close-up view of a digital animation timeline showing frames held on twos
Digital animation timeline illustrating frames held on twos in 24fps animation

Animation Timing and Spacing in Shooting on Twos


Timing and spacing are the backbone of good animation. When shooting on twos, you must adjust your timing and spacing to maintain smooth motion despite fewer unique frames.


  • Timing refers to how long an action takes. For example, a character’s arm might take 12 frames (half a second) to raise.

  • Spacing refers to the distance between each drawing. Larger spacing means faster movement, smaller spacing means slower movement.


When you hold drawings for two frames, you need to ensure the spacing between drawings is consistent and natural. If spacing is uneven, the animation can look jerky or unnatural.


For example, if a character is walking, the key poses might be drawn on twos, but the spacing between steps should be even to create a smooth walk cycle. If you want a faster action, you might switch to animating on ones for that section.


Understanding how to control timing and spacing within the shooting on twos workflow will help you create animations that feel alive and polished.


High angle view of an animator’s workspace with timing charts and spacing notes
Animator’s workspace showing timing charts and spacing notes for shooting on twos

Final Thoughts on Shooting on Twos


Shooting on twos is a powerful technique that helps you balance quality and efficiency in 2D animation. By animating on 2's within a 24fps animation, you reduce the number of drawings needed without losing smoothness. This workflow is why many animators prefer 24fps over 30fps for traditional animation.


 
 
 

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