Say that one of the characters, hypothetically named Grumpy, wanders into a room and is obviously in a bad mood. The characters already in the room cheer Grumpy up and he wanders out of the room again. The reason that Grumpy was in a bad mood cannot be known by watching just the one frame. We can leave those details in some other frame. An important feature of OO applications is their ability to simplify by putting the details solely in the scope where they matter.
Objects are also collections of behaviours that control and manipulate their associated data.
The concept of encapsulation is exhibited when related data and behaviour are bundled together. Ideally, the data is hidden away and the object provides access to it by providing methods. These methods are the object's interface and invoking a method is what causes the object's behaviour to be displayed. In the Time Code analogy, each frame is an object. One of the frames requires a grump to cheer up, so it invokes the getGrump method of another frame.