Practical Tutorials10 min read

    How to Animate a Simple Jump

    A twelve-frame jump from crouch to landing, using anticipation, an arc through the air and a settle on impact to sell the weight.

    What you'll learn

    • The five phases every jump is made of, and which one beginners skip
    • A twelve-frame plan you can draw today and reuse in any shot
    • Why the body follows an arc through the air and what breaks if it does not
    • How frame spacing makes the apex hang and the landing hit
    • How to turn the same twelve frames into a heavy jump or a light one
    • Which single drawing is most responsible for a jump reading as weightless

    What you are building

    A jump is the best second exercise in animation, after the bouncing ball. It is short enough to finish in one sitting, it uses almost every principle worth knowing, and when it goes wrong it goes wrong in ways you can diagnose precisely. Twelve frames at 12 frames per second gives you a one-second jump — plenty of room for a full crouch, launch, hang, and landing.

    You do not need a character. A stick figure, or even a simple rounded shape with two legs, will teach you everything this exercise has to offer. Spending your attention on the drawing is the main way people fail to learn anything from a jump.

    Key idea
    A jump is a bouncing ball with legs. If the bouncing ball is still unfamiliar, do that one first — the arc and the spacing are identical, and here you only add the body mechanics.

    The five phases of a jump

    Every jump, from a casual hop to an athletic leap, has the same five parts. Knowing them means you can spot immediately which one is missing from a jump that is not working.

    PhaseWhat happensWhat it tells the viewer
    AnticipationThe body crouches: knees bend, torso leans forward, arms swing down and backA jump is coming, and roughly how big it will be. The deeper the crouch, the higher the expected jump.
    LaunchLegs extend explosively, body stretches upward, arms swing upForce. This is the fastest change in the shot and should have the widest spacing.
    AirborneThe body travels along an arc, tucking slightly and then extending toward the groundThat the character is genuinely subject to gravity and no longer in control.
    ImpactContact, then compression: legs fold, body drops below its neutral heightWeight. The amount of compression is how the audience judges how heavy the character is.
    SettleThe body rises out of the squash, overshoots slightly, and returns to neutralThat the jump is over. Without this, the animation appears to have been switched off.
    Beginners reliably animate phases two to four and skip one and five — which are the two that carry all the weight.

    A twelve-frame plan

    Here is the whole jump laid out. Four of the twelve drawings are extremes, one is a repeat, and the remaining seven are in-betweens.

    1
    neutral
    2
    into the crouch
    3
    deep crouch
    4
    hold crouch
    5
    launch, stretched
    6
    rising
    7
    apex
    8
    falling
    9
    impact squash
    10
    recovering
    11
    overshoot
    12
    neutral
    Four frames of preparation, four in the air, four landing and settling. Frame 12 is a copy of frame 1 so the jump can loop.

    Notice the balance. The character is only off the ground for four of the twelve frames — a third of the shot — and yet that is the part beginners spend most of their effort on. The anticipation and the settle are what make it read as a jump rather than as a figure being moved upward.

    Draw the extremes out of order
    Draw frames 1, 3, 5, 7 and 9 before anything else, and flip between them. If those five drawings do not already read as a jump, no amount of in-betweening will fix it, and you will have saved yourself seven wasted drawings.

    The arc through the air

    Once the feet leave the ground the body is a projectile, which means its path is a curve — rising steeply, flattening at the apex, and falling away steeply on the other side. A jump animated along two straight diagonals is one of the most recognisable beginner errors there is.

    The path of the hips through a jump
    Nine frames along the arc. They crowd together near the apex and spread out at the start and end, all by themselves.

    Track the hips rather than the head or the feet. The hips are closest to the body's centre of mass and so they follow the cleanest arc; the head and feet have their own smaller arcs layered on top. If you are jumping in place the arc is a narrow vertical one, and if the character travels forward it widens into the arch above — but it is always a curve. See arcs for how to plan one on a guide layer.

    Spacing: the apex is the slow part

    The feeling of hanging in the air is not something you draw — it is something you get for free by spacing the airborne frames correctly. A body decelerates on the way up, is momentarily almost stationary at the top, and accelerates on the way down, so the frames near the apex sit close together and the frames near the ground are far apart.

    Height of the hips across the nine airborne frames
    12345
    Zero is the ground and 98 is the apex. Four of the nine frames sit in the top quarter of the jump, which is what produces the hang.

    Get this wrong in either direction and the diagnosis is easy. Evenly spaced airborne frames make the character feel like they are on a lift. Too few frames near the apex and the jump has no hang at all — the character touches the top and falls immediately, which reads as being yanked back down. The underlying idea is covered in timing vs spacing.

    Note
    The launch and the impact should have the widest gaps in the entire shot, and the frames immediately before and after the apex should have the narrowest. If that is not true of your sequence, it is a spacing problem, not a drawing problem.

    Build it step by step

    Work in the order below rather than from frame 1 to frame 12. Extremes first, then the supporting drawings, then the timing.

    1. 1
      Create a project and add twelve frames
      Use a small canvas so the whole jump fits on screen without scrolling. Draw a ground line on its own layer so it stays identical in every frame and gives you something to judge height against.
    2. 2
      Draw the three extremes first
      Put the neutral standing pose on frame 1, the deepest crouch on frame 3, and the apex of the jump on frame 7. These three drawings define the whole action; everything else supports them.
    3. 3
      Add the launch and the landing
      On frame 5 draw the body fully extended, stretched upward with the legs straight and the arms up. On frame 9 draw the impact: legs bent, body compressed, lower than the neutral pose.
    4. 4
      Fill the anticipation
      On frame 2 draw the body part-way into the crouch, and hold the crouch on frame 4 by repeating frame 3. The hold is what gives the launch something to release from.
    5. 5
      Fill the airborne frames
      Draw frames 6 and 8 with the body on the arc between launch and apex, and apex and landing. Keep the gaps wide — these are the fastest frames in the shot.
    6. 6
      Add the settle
      On frame 10 start to rise out of the squash, on frame 11 overshoot slightly above the neutral height, and on frame 12 return to the neutral pose from frame 1.
    7. 7
      Play it back and tune the spacing
      Play at 12 frames per second. If the jump floats, widen the gaps either side of the apex. If the landing feels soft, delete the drawing immediately before the impact so it arrives with no smoothing.

    Keep the ground line on its own layer. It is the only reference you have for how high the character actually goes, and redrawing it twelve times guarantees it will wobble — see working with layers. Onion skinning, toggled with O, is what makes the airborne frames possible to place accurately.

    Making it feel heavy or light

    The same twelve frames can produce a leaping cat or a jumping anvil. Weight is communicated by how long the body takes to change velocity and how much it deforms, not by how the character is drawn.

    PropertyLight characterHeavy character
    CrouchShallow and quick — one or two framesDeep and slow — four or more frames, often with a hold
    LaunchInstant: one frame from crouch to fully stretchedGradual: the legs visibly take time to extend
    HeightHigh relative to the bodyLow — effort does not translate into much air
    ApexLong hang, many frames near the topShort hang; the body starts falling almost immediately
    StretchNoticeable elongation on launch and descentLittle or none — mass resists deformation
    Impact squashSmall, and it recovers in a frame or twoLarge, and it takes several frames to recover
    SettleA quick overshoot and doneA slow rise with a visible secondary dip
    Animate the jump twice, once down each column, and keep both versions in the project so you can play them back to back.

    The amount of deformation has to agree with the spacing or the two read as contradictory — heavy squash on a frame that barely moved looks like a drawing error. See squash and stretch for how to keep volume consistent while doing this, and exaggeration for how far to push it.

    Common mistakes

    • No anticipation. A character who leaves the ground from a standing pose has no visible source of force. The crouch is not optional.
    • No settle. Landing on the final pose and stopping is the single most common reason a finished jump still looks unfinished. Add the squash, the recovery and the overshoot.
    • A straight path through the air. Two diagonals meeting at a point is not an arc. Flatten the top.
    • Even spacing in the air. Produces a character riding an invisible lift. Crowd the frames at the apex.
    • Smoothing the impact. An in-between between the fall and the squash removes all the force. The contact should arrive with no drawing softening it.
    • Landing at neutral height. The impact frame should be lower than the standing pose. Landing straight onto neutral reads as weightless.
    • A crouch that disagrees with the height. A deep crouch promises a big jump. If the jump is small, the audience reads it as a mistake.
    Common mistake
    If your jump feels weightless, check frame 9. A landing with no compression below the neutral height, and no drawings spent recovering from it, is almost always the culprit — not anything that happens in the air.

    Where to go next

    A jump is built almost entirely out of anticipation and squash and stretch, so those two articles are the natural follow-ups. For the path through the air, read arcs; for the landing, read follow through and overlapping action.

    When you want a longer sequence with a repeating structure, the walk cycle is the standard next project. To share what you have made, see exporting your 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.