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12 Principles of Animation: Lutz’s 1920 Rule for In-Betweens

Flickers & Tintypes Published

Frame card

In one line The 12 principles of animation are twelve named working rules listed by Frank Thomas and Ollie Johnston in 1981. One, slow in and slow out, bunches drawings near each end of a move; a 1920 manual already asked for more drawings in slower moves.

Source, Year, Format, Length or Size, Access, License
Source
This site's two-extreme loop; E. G. Lutz, Animated Cartoons (1920), pp. 179–181
Year
Rule printed in 1920; list of twelve published in 1981; loop built for this page in 2026
Format
Two loops, one above the other: 30 frames at 12 frames per second, 2.5 seconds, even spacing against slow in and slow out
Length or Size
440 x 120 pixel drawing area; 360 px between the extremes; 11 in-betweens each way
Access
Both loops, every frame side by side, the spacing data and the list of twelve as CSV on this page
License
CC BY 4.0, Flickers & Tintypes; easing curve values from a W3C document, credited on the page

Card data (CSV) 12-principles-of-animation-frame-card.csv Source and license notes

Shot list · 5 sections
  1. Slow in and slow out against even spacing
  2. Where the in-betweens sit
  3. The held frame
  4. A 1920 rule for in-betweens
  5. The twelve names, and which ones a loop can show
Dot count of the rule in Lutz, Animated Cartoons (1920), page 180: 1, 2, 3 for a quick move; 1, 1½, 2, 2½, 3 for a slower one

Open the diagram full size

Frame call

Page 180 of Lutz’s 1920 manual, counted as dots: one position between the extremes for a quick move, at least three for a slower one.

"Positions between two extremes after Lutz (1920), p. 180" by Flickers & Tintypes, https://flickersandtintypes.com/animation-loops/12-principles-of-animation/ — CC BY 4.0, https://creativecommons.org/licenses/by/4.0/

Page 180 of Lutz’s Animated Cartoons asks how many drawings a movement needs, and answers with a count. For a swift action in a humorous cartoon, E. G. Lutz allowed a single position halfway between the two extreme drawings, but a slower action “should have at least three positions between the extremes”. His how-to book was published in 1920. The diagram above counts both cases as dots, using the numbers printed beside his drawings: 1, 2, 3 and 1, 1½, 2, 2½, 3.

The 12 principles of animation are a later list of twelve working rules, named in Frank Thomas and Ollie Johnston’s 1981 book Disney Animation: The Illusion of Life. Lutz’s rule fits under one name on that list, timing, which decides how many drawings a movement receives. This page demonstrates a second name, slow in and slow out, which decides where those drawings are placed.

Slow in and slow out against even spacing

Even spacing against slow in and slow out

Every frame, side by side

Even spacing

  1. 1extreme
  2. 2held
  3. 3held
  4. 4held
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
  13. 13
  14. 14
  15. 15
  16. 16extreme
  17. 17held
  18. 18held
  19. 19held
  20. 20
  21. 21
  22. 22
  23. 23
  24. 24
  25. 25
  26. 26
  27. 27
  28. 28
  29. 29
  30. 30

Slow in and slow out

  1. 1extreme
  2. 2held
  3. 3held
  4. 4held
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
  13. 13
  14. 14
  15. 15
  16. 16extreme
  17. 17held
  18. 18held
  19. 19held
  20. 20
  21. 21
  22. 22
  23. 23
  24. 24
  25. 25
  26. 26
  27. 27
  28. 28
  29. 29
  30. 30

30 frames at 12 frames per second: a 2.5-second loop, 2 versions one above the other.

Frame data (CSV) 12-principles-of-animation-pair.csv Source and license notesData: Easing curve values cubic-bezier(0.42, 0, 0.58, 1) from CSS Easing Functions Level 1, W3C Candidate Recommendation Draft, 13 February 2023, https://www.w3.org/TR/css-easing-1/. Copyright © 2023 World Wide Web Consortium. https://www.w3.org/copyright/document-license-2023/

Credits for this loop
  • "Even spacing against slow in and slow out" by Flickers & Tintypes, https://flickersandtintypes.com/animation-loops/12-principles-of-animation/ — CC BY 4.0, https://creativecommons.org/licenses/by/4.0/

Both dots travel 360 pixels from extreme A to extreme B and back, in 30 frames at 12 frames per second. Each frame lasts about 83 milliseconds, so one loop takes 2.5 seconds. Each move uses 11 in-betweens, the drawings that fill the gap between two extremes, and lasts 12 frames, or 1 second.

Between the holds, the even-spacing dot moves 30 pixels every frame, so it starts and stops at full speed, as if each end were a wall it bumps into. The slow-in-and-slow-out dot leaves A with a step of 5 pixels, builds to 51 in the middle, then closes on B with steps of 15 and 5.

Illustration: tracing sheets with a pendulum drawn at two extremes and in-betweens bunched near each endIllustration

In-betweens bunched near each extreme and spread out in the middle: the spacing animators call slow in and slow out.

Illustration: Flickers & Tintypes. Generated schematic image — not a photograph, film frame or historical record. No copyright is claimed in this generated imagery; you may reuse it, and a credit to Flickers & Tintypes is appreciated.

That bunching of drawings near each extreme is slow in and slow out: the movement eases out of one pose and gradually settles into the next. Played at full speed, the ends of the slow-in-and-slow-out dot’s move look soft. The even-spacing dot’s ends look abrupt.

Where the in-betweens sit

Chart: two 360-pixel rulers; even gaps of 30 px above, gaps from 5 to 51 px below, bunched near both ends

Open the diagram full size

Frames 5–15, the 11 in-betweens of one move: even gaps of 30 pixels against eased gaps that grow from 5 to 51 and shrink again.

"In-between positions on a 360-pixel move: even spacing against slow in and slow out" by Flickers & Tintypes, https://flickersandtintypes.com/animation-loops/12-principles-of-animation/ — CC BY 4.0, https://creativecommons.org/licenses/by/4.0/

Data: Easing curve values cubic-bezier(0.42, 0, 0.58, 1) from CSS Easing Functions Level 1, W3C Candidate Recommendation Draft, 13 February 2023, https://www.w3.org/TR/css-easing-1/. Copyright © 2023 World Wide Web Consortium. https://www.w3.org/copyright/document-license-2023/

Lay both moves along a ruler and the difference is easy to count. Mark a point a quarter of the way in from each end, 90 pixels from the extreme. The even move places 4 of its 11 in-betweens inside those outer quarters, with 2 more exactly on the marks, while the eased move places 8 there, 4 at each end.

In-betweenEven spacing, from ASlow in and slow out, from A
130 px5 px
260 px20 px
390 px46 px
4120 px83 px
5150 px129 px
6180 px180 px
7210 px231 px
8240 px277 px
9270 px314 px
10300 px340 px
11330 px355 px

The eased positions come from a mathematical curve rather than from placing dots by eye. The curve is a cubic Bézier with control points (0.42, 0) and (0.58, 1), the value that the W3C document CSS Easing Functions Level 1 gives for the keyword ease-in-out. For in-between k, this page reads the curve at k/12 of the move’s time and rounds the result to a whole pixel.

Curve values from CSS Easing Functions Level 1, W3C Candidate Recommendation Draft, 13 February 2023. Copyright © 2023 World Wide Web Consortium. W3C Document License.

Download the slow in and slow out spacing (CSV) source and license notes Data: Easing curve values cubic-bezier(0.42, 0, 0.58, 1) from CSS Easing Functions Level 1, W3C Candidate Recommendation Draft, 13 February 2023, https://www.w3.org/TR/css-easing-1/. Copyright © 2023 World Wide Web Consortium. https://www.w3.org/copyright/document-license-2023/

The held frame

Three magnified frames of both loops where they join: steps of 30 and 30 pixels against 15 and 5 into extreme A

Open the diagram full size

Frames 29, 30 and 1, where the loop joins: the even dot arrives in steps of 30 pixels, the eased dot in steps of 15 and 5.

"Where the loop joins: frames 29, 30 and 1 of both loops" by Flickers & Tintypes, https://flickersandtintypes.com/animation-loops/12-principles-of-animation/ — CC BY 4.0, https://creativecommons.org/licenses/by/4.0/

Data: Easing curve values cubic-bezier(0.42, 0, 0.58, 1) from CSS Easing Functions Level 1, W3C Candidate Recommendation Draft, 13 February 2023, https://www.w3.org/TR/css-easing-1/. Copyright © 2023 World Wide Web Consortium. https://www.w3.org/copyright/document-license-2023/

Frames 1 to 4 of the loop all show the dot at extreme A, and frames 16 to 19 all show it at extreme B. Frames 1 and 16 are the extremes, and the three frames following each one are identical copies. This site calls each copy the held frame: the frame in a loop that deliberately does not move, because a motion often reads through the time it stays still.

Each extreme stays on screen for a third of a second. Both loops use exactly the same holds, so the only difference between them is the spacing. A still frame can also turn up by accident. On the card discussed in The Horse in Motion, in frame 12 the mare appears to stand, and a gallop loop that kept it would stop dead for one frame.

The seam, where the last frame runs back into the first, is the place to check a loop for a stutter. In the eased loop, frame 30 sits 5 pixels from A, frame 1 lands on A and frames 2 to 4 hold. The even dot arrives with a full 30-pixel step and stops immediately. No step anywhere in the eased loop is larger than 51 pixels, the middle of each move.

A 1920 rule for in-betweens

Lutz used the word in-between one page before the rule. A caption on page 179 says that for some quick actions, “in-between” drawings can be slighted, meaning drawn more roughly than the others. Page 180 then takes up how many drawings a movement needs, using the example of a hand that travels from the thigh to the head and then touches the brim of a hat.

Timeline at 12 fps: the 3 drawings of a quick move take 2 steps, about 0.17 s; the 5 of a slower move take 4, about 0.33 s

Open the diagram full size

Lutz’s count from page 180 turned into time, one frame per drawing at this page’s 12 frames per second: 2 steps for a quick move, 4 for a slower one. The rule itself names no frame rate.

"Lutz (1920), p. 180, counted as time at 12 frames per second" by Flickers & Tintypes, https://flickersandtintypes.com/animation-loops/12-principles-of-animation/ — CC BY 4.0, https://creativecommons.org/licenses/by/4.0/

The count becomes time once each drawing is shown for a set number of frames. The rule itself names no frame rate. At this page’s 12 frames per second, with one frame per drawing, the quick version takes 2 steps, about 0.17 seconds. The slower version takes 4 steps, about 0.33 seconds.

Lutz did not treat three as a ceiling. At the foot of page 180 he added that a skilled animator does not much mind whether he makes “three, five, or even more” drawings between the extremes. The passage counts drawings and does not discuss where to place them, which is the separate idea this page’s loop shows. In a hand-drawn film such as Gertie the Dinosaur, each added position is one more drawing to make.

The same book turns to dialogue a few pages earlier. On page 174 Lutz describes balloons as the outlines that carry the characters’ words on screen, a device covered under speech bubbles.

The twelve names, and which ones a loop can show

Diagram: five drawings of a moving dot, made in order 1 to 5, or extremes first, then the middle, then the gaps

Open the diagram full size

Working steps, not a loop: the same five drawings made in order, or pose to pose with both extremes first.

"Two orders for making the same five drawings: straight ahead and pose to pose" by Flickers & Tintypes, https://flickersandtintypes.com/animation-loops/12-principles-of-animation/ — CC BY 4.0, https://creativecommons.org/licenses/by/4.0/

Thomas and Johnston’s list has twelve names. The table gives each one with a short description written for this site, not taken from the book, and how this site shows it. Five of the twelve concern staging, acting, drawing skill or design, and this site does not try to show them with a loop of plain shapes.

PrincipleIn this site’s wordsShown here as
Squash and stretchA shape flattens or lengthens as it moves and keeps about the same sizeSquash only, in a loop on the bouncing ball page
AnticipationA small move the other way before the main moveNot yet shown
StagingSetting up a shot so the viewer looks at the one thing that mattersNot a loop
Straight ahead action and pose to poseTwo orders of work: every drawing in sequence, or key poses first and the gaps afterWorking steps, above
Follow through and overlapping actionLoose parts keep moving after the main body stopsNot yet shown
Slow in and slow outMore drawings near the start and end of a move, fewer in the middleThe loop pair on this page
ArcsMoving a shape along a curved path rather than a straight lineSteps on the bouncing ball page
Secondary actionA smaller action that supports the main oneNot a loop
TimingHow many frames a move takes, which sets its speedThe opening diagram
ExaggerationPushing a pose or move past life so it reads clearlyNot a loop
Solid drawingDrawing forms so they seem to have weight and depthNot a loop
AppealA design a viewer wants to keep watchingNot a loop

Straight ahead and pose to pose describe how drawings get made, so this site shows them as working steps. Straight ahead draws positions 1 to 5 in order. Pose to pose draws both extremes first, then the middle, then the two gaps. The half numbers in Lutz’s example, 1½ and 2½, name each added drawing by the two it falls between.

John Lasseter’s 1987 SIGGRAPH paper described the principles of traditional hand-drawn animation and applied them to 3D computer animation. Squash is worked through on the bouncing ball animation page.

Download the twelve principles list (CSV) source and license notes

Prints consulted

Next reel:

Cite this page

Flickers & Tintypes. “12 Principles of Animation: Lutz’s 1920 Rule for In-Betweens.” Flickers & Tintypes. Published November 12, 2026. https://flickersandtintypes.com/animation-loops/12-principles-of-animation/. Accessed [the date you read it].

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