Practical Tutorials8 min read

    How to Animate a Blink

    The cheapest unit of life in animation. Build a six-frame blink with a fast close and a slower open, then vary it to suggest mood.

    What you'll learn

    • Why a blink is the cheapest way to make a static character feel alive
    • The four drawings a blink is actually made of
    • A six-frame blink you can reuse in any shot
    • Why the eyelid closes faster than it opens, and what happens if you reverse that
    • How blink length and shape communicate tiredness, surprise, and thought
    • Where to place blinks so they read as thinking rather than as a tic

    A character standing perfectly still is a drawing. The same character blinking twice is a person waiting. Nothing else in animation delivers that much change for six drawings, which is why a blink is usually the first thing added to an otherwise static shot and the last thing checked before a shot is called finished.

    The reason is that we read eyes involuntarily. A face that never blinks registers as wrong within a couple of seconds, long before a viewer could tell you why — and a face that blinks at the right moments reads as thinking, even when nothing else on it moves. Blinks are also where animators hide transitions: a character can change expression during a closed eye and the switch will go unnoticed.

    Key idea
    A blink is the cheapest unit of life in animation. Six drawings, one layer, and a static character stops being a drawing.

    The anatomy of a blink

    A blink is not an eye fading out. It is an eyelid — a curved flap of skin — sweeping down across a sphere and back up. Getting that right requires only a few observations, but missing them is what makes most beginner blinks look like a light switch.

    • The lid moves downward, not inward. The closed eye sits low, roughly where the bottom of the open eye was. An eye that closes toward its own centre reads as shrinking.
    • The upper lid does nearly all the work. The lower lid rises a little, but if you animate only the top one the blink still reads correctly.
    • The lid is a curve. At half close it bows downward, following the eyeball. A straight line crossing the eye looks like a wipe.
    • The closed eye is a curved line, not a dash. A slight downward bow keeps the sense of a sphere underneath; a flat dash flattens the whole face.
    • The eyebrow usually dips. A couple of pixels down on the closed frame and back up afterwards. Optional, but it ties the blink into the face.
    1
    open
    2
    half closed
    3
    closed
    4
    one third open
    5
    two thirds open
    6
    open
    The standard six-frame blink. Two drawings to close, three to open, and frame 6 is a copy of frame 1.

    The six-frame blink

    At 12 frames per second, six frames is half a second — very close to how long a real relaxed blink takes. It is worth memorising as a default, because it works in almost any shot and you can adjust from it in either direction.

    FrameDrawingWhy
    1Eye fully openThe pose the blink leaves and returns to.
    2Lid roughly halfway downOne in-between is enough on the way down; the close should feel quick.
    3Eye closedThe extreme. A single curved line, sitting low.
    4Lid one third openThe opening begins immediately — no hold on the closed frame for a normal blink.
    5Lid two thirds openThe extra drawing on the way up is what makes it read as skin rather than a shutter.
    6Eye fully open — a copy of frame 1Must match frame 1 exactly, or the face jitters when the shot loops.
    Six frames, two of which you already have. The whole blink costs four new drawings.
    Copy frame 1 onto frame 6
    Duplicate the frame rather than redrawing it. A hand-redrawn 'same' eye is never quite the same, and the difference shows up as a flicker at exactly the moment the viewer is looking at the face.

    Timing: down fast, up slow

    The asymmetry is the single most important thing about a blink. Closing is a fast muscular snap; opening is a slower release. Animate it symmetrically and it reads as mechanical no matter how good the drawings are.

    Lid position across the six frames
    12345
    Zero is open and 100 is closed. The gap from frame 1 to 2 is the biggest in the sequence; the gaps on the way back up get progressively smaller.

    This is a spacing decision, not a frame-count one — the same idea covered in timing vs spacing. If you want a snappier blink, delete frame 2 so the eye goes from open to closed in a single frame. That one change is the difference between a relaxed blink and a startled one, and it costs you a drawing rather than adding one.

    Blink variations and what they mean

    Once the basic blink works, variations become a genuinely expressive tool. All of them are the same four drawings with the timing changed.

    BlinkHow to build itWhat it reads as
    NormalSix frames: 1 down, closed, 3 upNeutral. Alive, not thinking about anything in particular.
    FastFour frames: closed on frame 2, open by frame 4Alert, surprised, or reacting to something.
    TiredTen or more frames, with the closed frame held for three or fourExhaustion, boredom, the character fighting sleep.
    ThinkingNormal close, then the eye opens only two thirds and stays there for several framesProcessing something. Extremely effective before a line of dialogue.
    DoubleTwo normal blinks back to back with one open frame between themDisbelief, a take, re-checking what was just seen.
    Half blinkLid comes down a third of the way and returns, never closingA flicker of attention. Use sparingly; it is easy to miss.
    Six performances from one set of drawings. Timing is doing all the work here, not draughtsmanship.

    A blink can also carry a change of expression. Close the eye on a neutral face, change the eyebrows and mouth while the eye is shut, and open onto the new expression. The viewer reads it as a single beat of realisation rather than as two separate drawings, and it is far cheaper than animating a transition between the two faces.

    Blink placement is performance, not decoration. Blinks happen at punctuation points in thought, which means the right places are fairly predictable:

    • At the end of a head turn. Blink as the head arrives at its new position, not during the turn. This is the most natural-looking blink there is.
    • Before a line of dialogue or a decision. A blink just before a character acts reads as the thought happening.
    • On an accent. Blinking on a stressed word ties the face to the delivery.
    • After a reaction. A character sees something, holds a surprised pose, then blinks — the blink is what tells us they have finished processing it.
    • Not during fast action. Nobody can see a blink inside a punch, and you have spent four drawings on something invisible.

    Rhythm matters as much as placement. Evenly spaced blinks read as a tic, so vary the gaps — two close together, then a longer pause, then one. A rough target for a calm character at 12 frames per second is a blink every two to four seconds, which is every 24 to 48 frames.

    Build it step by step

    This takes about ten minutes and gives you a reusable asset. Keep the head simple: the exercise is entirely about the eyelid.

    1. 1
      Set up a short project
      Create a project and add six frames. Draw a simple head with open eyes on frame 1 — a circle, two eyes and a mouth is enough. The point of this exercise is the eyelid, not the drawing.
    2. 2
      Put the open eye on its own layer
      Keep the head on one layer and the eyes on a layer above it. You will redraw the eyes six times and the head once, which saves five drawings and keeps the face from drifting.
    3. 3
      Draw the half-closed frame
      On frame 2, draw the upper lid about halfway down. The lid is a curve that follows the surface of the eye, not a straight line dropping through it, and it should cover more of the top of the eye than the bottom.
    4. 4
      Draw the closed frame
      On frame 3, close the eye completely. Use a single curved line that bows slightly downward rather than a flat dash, and keep it in the lower half of where the open eye sat — eyes close downward, they do not shrink to their centre.
    5. 5
      Reopen with two frames, not one
      On frame 4 draw the lid about one third open, and on frame 5 about two thirds. Giving the opening more frames than the closing is what makes the blink feel like an eyelid rather than a shutter.
    6. 6
      Return to the open eye
      On frame 6, copy the eye from frame 1 so the blink lands exactly where it started. Any difference between the first and last drawing will read as a jitter when the shot plays.
    7. 7
      Play it back and tune
      Play at 12 frames per second. If the blink feels mechanical, remove the half-closed frame so the eye slams shut in one drawing; if it feels like a twitch, add one more frame to the opening.

    Turn on onion skinning with O while you draw the intermediate lids — seeing the open and closed drawings at once is the only practical way to judge whether a half-closed lid is actually halfway. When the cycle works, export it with the loop setting enabled as described in exporting your animation.

    Note
    Keep this six-frame blink in a project of its own. Copying the eye drawings into future projects is faster than rebuilding the timing each time, and the timing is the part that took the thought.

    Common mistakes

    • A symmetrical blink. The same number of frames down and up reads as mechanical. Closing is always faster than opening.
    • A two-frame blink. Open, closed, open with nothing in between reads as a single dropped frame rather than a blink. You need at least one drawing on the way back up.
    • The eye closing to its centre. Lids sweep down. A closed eye sitting in the vertical middle of where the open eye was looks like the eye vanished.
    • A flat dash for the closed eye. Bow the line downward slightly so the eyeball is still implied underneath.
    • Frame 6 not matching frame 1. Copy it. A redrawn 'identical' eye produces a flicker right where the viewer is looking.
    • Perfectly regular blinks. A blink exactly every two seconds reads as a nervous tic. Vary the intervals.
    • Blinking during fast action. Invisible, and it costs you the same four drawings as a blink that would have been seen.
    Common mistake
    If your blink looks like a glitch rather than an eyelid, count the frames on each side of the closed drawing. One down and three up almost always fixes it.

    Where to go next

    A blink is a tiny lesson in spacing, so timing vs spacing is the article that explains why the asymmetry works. For the vocabulary behind the four drawings, see keyframes and in-between frames.

    If you are new to the editor, start with frame-by-frame animation basics and onion skinning. For the next practical exercise with a bit more body mechanics in it, try the simple jump animation.

    Practice this in FrameAnim

    The fastest way to understand these ideas is to try them. Open the editor, add a few frames, and turn what you just read into real movement.