WEBVTT
Kind: captions
Language: en

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And you’re back to another episode of Scribble
Kibble, this time all about Frames Per Second.

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That’s right, FPS, your old nemesis, the
thing that makes your videos look choppy or

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soupily smooth.

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If you’ve never worked with videos before,
all FPS means is how many images per second

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the video is playing.

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As far as animation goes, these are the typical
frame rates you will see:

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12 frames per second
24

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30
60 (independent 3D animation)

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90 (virtual reality)
120 (video cameras like Go Pro, gaming)

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240 is about the limit of perceptible smoothness

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There is a big, noticeable difference in smoothness
between 12 frames per second and 30 frames

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per second.

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The jump from 30 to 60 is less noticeable,
but it’s still there.

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And if you ever get the chance to see 120
versus 240 frames per second, you are baaaaarely

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going to notice a difference.

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Well, the difference is that watching a character
moving with that many images every second

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will give you a headache if it doesn’t have
motion blur added to it.

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To be clear, your eyes do not see in frames
per second, so I can’t tell you what FPS

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your eyes see in, because they don’t see
in FPS.

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A single eye actually perceives motion in
different speeds at the same time, your brain

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adds motion blur to things moving too fast,
and your brain can fill in gaps for you if

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it recognizes a pattern.

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Or it can mess with you and make you see an
optical illusion - like the fact a tire rim

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can spin in such a way that it looks like
it isn’t moving at all, or even that it’s

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moving backwards.

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Plus, tons of other factors like how old you
are, how hard you’ve trained your brain

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to see minute movements, and how much light
is coming into your eye can change the number

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of individual images you can perceive.

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So, your eyes do not see in frames per second.

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And!

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And, the amount of frames per second you can
see on a computer depends on your monitor.

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Many cannot play more than 60 frames per second.

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So maybe you think your video game is playing
at 120 fps, but your monitor could limit you

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to 60.

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You need to get a monitor with a 120 refresh
rate.

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Hint hint.

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Back to the little chart here.

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The standard for animation today, even those
3D animated Disney movies, is 24 frames per

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second.

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Yep.

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That’s it.

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In fact, lower budget animations don’t even
draw 24 pictures for every second, they only

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draw 12.

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That’s called “drawing on twos.”

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“Drawing on ones” means you are drawing
every single picture for your chosen FPS.

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“Drawing on twos” means you only draw
half of the pictures and make each picture

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last for two frames.

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Heck, you can even draw on fours, and only
make six drawings per second.

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Go you, you incredible time saver.

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Personally I draw on twos as much as I can
to save time, but there are some motions that

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I need to animate at 24 frames per second
because they happen so fast or are very drastic

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pose changes.

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I want the motion to be fluid so I need to
draw a lot of pictures.

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For a very short time I was animating at 30
frames per second, but the difference between

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30 and 24 was not noticeable.

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Why should I draw a few hundred more pictures
if I don’t need to?

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So I went back to 24.

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It’s a good place to be.

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I would never make hand drawn animation in
60fps.

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The precision you would need to draw your
in between frames would have such a miniscule

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margin of error that it would be a stupid
waste of time.

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However, 3D animation can easily be processed
in 60fps.

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It might look bizarrely smooth at first, but
eventually your brain gets used to it and

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the 60fps doesn’t look strange anymore.

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But again, you’ll only see that kind of
frame rate online right now.

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When you go to see an animated movie in theaters,
it’s only 24 frames per second.

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Due to the way broadcasting on television
evolved, technically most movies are 23.976

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or 29.97 fps.

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Those weird numbers are still the standard
today.

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The reason the frame rate is strange is because
once color TV was invented, the old monochrome

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TVs that people already had couldn’t play
both the color channel and the sound channel

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at the same FPS.

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So the solution was to lower the frequency
of the color channel.

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That’s the end of today’s lesson.

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And I just remembered what cartoon I wanted
to feature next week.

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I’m going to get to work on that.

