In animation, a key frame is a frame in an animated sequence of frames that was drawn or otherwise constructed directly by the user. When all frames were drawn by animators, the senior artist would draw these frames, leaving the "in between" frames to an apprentice. Now, the animator creates only the first and last frames of a simple sequence; the computer fills in the gap. This is called tweening. Animation is the illusion of motion created by the consecutive display of images of static elements. ... Short for in-betweening, the process of generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image. ...
In video compression, a key frame is a frame encoded without reference to any images in another frame. It is often followed by one or more inter frames which are calculated from the preceding key frame. Video compression deals with the compression of digital video data. ... An inter frame is a frame in video compression stream which is calculated from either a previous inter frame or the last key frame. ...
In non-linear digital video editing, a key frame is a frame used to indicate the beginning or end of a change made to the signal. For instance, a key frame could be set to indicate the point at which audio will have faded up or down to a certain level. Digital video is a type of video recording system that works by using a digital, rather than analog, representation of the video signal. ...
This article was originally based on material from the Free On-line Dictionary of Computing, which is licensed under the GFDL.
A sequence of keyframes defines which movement the spectator will see, whereas the position of the keyframes on the film (or video) defines the timing of the movement.
Because only two or three keyframes over the span of a second don't create the illusion of movement, the remaining frames are filled with more drawings, called "inbetweens".
In the workflow of traditional hand-drawn animation, the senior or key artist would draw the keyframes, then, after testing and approval of the rough animation, handing over the scene to his or her assistant.
In each keyframe of the animation, the vertices are moved to a different position.
Depending on the renderer, the vertices will move along paths to fill in the blank time between the keyframes or the renderer will simply switch between the different positions, creating a somewhat jerky look.
The artist has more control over the movements because he or she can define the individual positions of the vertices within a keyframe, rather than being constrained by skeletons.