Inbetweening The computer can expedite the animation process by producing inbetween frames automatically. The three keyframes needed are the ball's beginning and end positions and highest point. Now, instead of drawing the intermediate frames by hand, the artist can choose to inbetween these frames automatically. The simplest kind of automatic inbetweening is linear inbetweening which is done with a mathematical process of guessing intermediate locations called linear interpolation. To interpolate simple means to calculate a new value inbetween two known values.
Linear interpolation creates new values at equal distances along a line between two known values.
In animating an object moving between two points in space, linear inbetweening creates new frames at equal intervals along a straight line between two of the keyframes, as in Figure 2 . Inbetweening is creation of intermediate frames between the key frames. Can be calculated by computer. True in both computer and traditional animation. The Math Behind Inbetweening New way of thinking about linear paths that will enable us to calculate the inbetween frames.