
MS Paint is a simple graphics and animation tool that comes pre-installed on Windows computers. While it is not a dedicated animation software, it can be used to create basic animations by drawing individual frames and sequencing them together. The frame rate, or frames per second (FPS), is an important factor in creating smooth and visually appealing animations. The standard frame rate for movies is typically 24 FPS, while television broadcasts in the US use 30 FPS and Europe uses 25 FPS. For MS Paint animations, the frame rate can be adjusted in the 'Timeline' section of the 'Animation' menu, with a maximum of 24 FPS.
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What You'll Learn

MS Paint is not the most efficient option for animation
MS Paint lacks the features of dedicated animation software, making it inefficient for the task. While it is possible to create animations with MS Paint, it is a more laborious process than using specialised software.
For example, MS Paint does not have built-in support for working with multiple layers and transparency options, which are standard features in animation software. These features are essential for creating complex animations with overlapping elements and special effects. Without them, animators using MS Paint would have to draw each frame from scratch, which is time-consuming and does not allow for easy changes or corrections.
Additionally, MS Paint does not have a timeline feature, which is standard in animation software. A timeline allows animators to flip back and forth between frames, making it easier to review and edit their work. Without a timeline, animators using MS Paint would have to rely on importing their images into a separate editing program to review their work, which adds an extra step to the process.
Another drawback of MS Paint is that it does not support standard frame rates used in animation. In traditional animation, it is common to work with frame rates of 24, 25, or 30 frames per second (fps). These frame rates are based on the historical development of film and television and are chosen to achieve a balance between fluid motion and production time. MS Paint does not have built-in support for working with these standard frame rates, which could make it difficult for animators to create smooth and professionally paced animations.
While MS Paint can be used for basic animations, it is not designed for complex or professional-level work. Dedicated animation software offers a wide range of tools and features that make the animation process more efficient and flexible. These programs typically include support for multiple layers, transparency, and standard frame rates, as well as a timeline for easy editing. For anyone interested in creating animations, learning to use dedicated animation software will provide a stronger foundation and more opportunities for creative expression.
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The human eye can only perceive 10-12 images per second
The human eye's ability to perceive images is linked to the refresh rate of the screen. A standard computer monitor has a refresh rate of 60 Hz, which means it updates 60 times per second. This allows the brain to process the light from the monitor as one continuous stream, instead of a series of flickering lights. The higher the frequency, the less noticeable the flicker becomes.
The human eye's perception of images is also related to the phenomenon of "persistence of vision". This refers to the ability of the eye to perceive a very short visual stimulus, lasting only a millisecond, as a longer image with a duration of 100 to 400 milliseconds. This is why early silent films, with frame rates between 16 and 24 FPS, were still effective in creating the illusion of moving images.
Research has shown that the human brain can process an image that the eye sees in as little as 13 milliseconds. This rapid processing speed translates to about 72 to 75 frames per second. However, it is important to note that the context and content of the images also play a role in perception. For example, when watching a baseball game or monitoring a child riding a bike, the eyes and brain process visual input as a continuous stream of information. In contrast, when viewing a movie or playing a video game, the experience is different due to the discrete nature of the images displayed.
While the human eye has limitations in perceiving high frame rates, this does not mean that higher frame rates are unnecessary. In computer games, for instance, a higher frame rate of 60 FPS is often desired to ensure smooth gameplay and reduce motion blur during fast-paced scenes. Similarly, in animation, higher frame rates can be used to create fluid movement, especially during action sequences.
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24 fps is the standard for movies
The standard frame rate for movies is 24 frames per second (fps). This has been the industry standard for almost a century, since the late 1920s, when the advent of sound film created the need for a standardised frame rate that would support sound synchronisation technology. 24 fps was chosen as the optimal rate that supported good-quality sound playback while also being economical in terms of film stock usage.
The choice of 24 fps was also influenced by the frame rates of early silent films, which ranged from 16 to 24 fps, with some films in the early 1920s using around 21 fps. The rate of 24 fps served as a compromise between these earlier, lower frame rates and the higher rates that were possible with new sound film technology.
The human eye can only perceive around 10 to 12 images per second, and 24 fps is the minimum speed at which the human eye will process a series of images as a continuous movement. A lower frame rate would result in visible stutters and individual pictures, similar to a flipbook animation.
The 24 fps standard has shaped not only the technical aspects of filmmaking but also our cultural expectations and emotional responses to cinema. The distinctive rhythm of movement created by this frame rate is perceived by viewers as natural and real, and we have come to associate it with high-quality storytelling and production values. Deviations from this standard, such as higher frame rates, can often feel jarring or unnatural to viewers, as they do not align with our established cinematic aesthetic.
It is worth noting that the standard frame rate for television and video games is typically higher than that of movies, with rates of 30 fps (NTSC) in the United States and 25 fps (PAL) in Europe for television, and 60 fps considered the minimum for smoothly animated video games.
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30 fps is the standard for US television
The standard frame rate for television in the US is 30 frames per second (fps). This is known as the NTSC standard, with the other primary standard being 1080i 30, which is 30 frames per second but 60 distinct images or fields per second. The “i” in 1080i stands for “interlaced”, meaning that each frame consists of two fields: one of odd-numbered lines and one of even-numbered lines. This interlacing technique provides better motion rendition than progressive transmission, making it especially important for sports broadcasts.
The frame rate of 30 fps has been used in television since the 1950s, when it was chosen as a standard for the new medium. The introduction of colour television technology required a slight reduction in frame rate to avoid "dot crawl", an issue with highly colour-saturated images on legacy black-and-white displays. This resulted in a standard frame rate of 29.97 fps for broadcast television, a standard still used by some networks today.
The choice of 30 fps as the standard for US television was influenced by the mains frequency of the electric grid, which ran at 60 Hz in the US. This frequency provided a stable and logical synchronization source for television broadcasts. While the standard frame rate for US television is 30 fps, it is worth noting that filmmakers often shoot at 24 fps to achieve a more film-like look. This is because, for over 100 years, 24 fps has been the standard shooting speed for films, and it is only with the advent of digital technology that higher frame rates have become more common.
When creating animations, artists have the flexibility to work with different frame rates depending on the style and pace of the animation. For example, in 2D animation, it is common to shoot on "twos", which means one drawing is used for every two frames, resulting in 12 drawings per second. For faster-paced scenes, animators may switch to "ones" to keep up with the action, requiring a drawing for each frame. While 30 fps is the standard for US television, animators and filmmakers have the creative freedom to choose different frame rates to suit their specific needs and artistic visions.
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You can animate on 'twos' or 'threes'
Animating on twos and threes is a common practice in the animation industry. It refers to the number of drawings or frames created per second of animation. Animating on twos means creating 12 frames per second, while animating on threes results in 8 frames per second.
Animating on twos is a popular choice for several reasons. Firstly, it allows animators to work on a per-frame basis, creating a series of frames that are played over a one-second duration to produce an event or scene. This technique is highly efficient, requiring only half the number of drawings compared to animating on ones (24 frames per second). By animating on twos, studios can optimize their workflow without compromising on quality, making it ideal for meeting strict deadlines. Additionally, it reduces resource consumption, such as using less paper when drawing animation scenes on paper.
Animating on twos is commonly used for simple everyday motions and basic movements. It is the default way of animating until one becomes more familiar with timing in animation. On the other hand, animating on ones is often used for action sequences or fast-motion scenes that require a high level of detail.
Animating on threes is typically used for slow scenes or specific choppy effects and is prevalent in anime. It further reduces the number of drawings required, allowing animators to create only 8 frames per second. This technique can be useful for optimizing animation workflow and managing production time and costs.
The choice between animating on twos or threes depends on the specific needs of the animation project. Both techniques have their advantages and are commonly employed by animation studios to create high-quality animations efficiently.
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Frequently asked questions
Movies are typically shot at 24 frames per second.
There are two standard television images: 30 frames per second (NTSC) for the United States and 25 frames per second (PAL) for Europe.
The best frame rate depends on how you want the animation to look. Some animators work on 12, which is a way of animating "on twos" without having to hold frames. Others use 24 FPS with each frame repeating once (animating on twos).
60 frames per second is considered the minimum frame rate for smoothly animated gameplay.
First, draw all the frames in MS Paint. Then, use editing software to set the duration of each image. Finally, put the images together in a sequence to create the animation.











































