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Tweening

Tweening, short for in-betweening, is a computer graphics and animation technique used to generate intermediate frames between two keyframes to create the illusion of smooth motion. By determining the values of various properties at in-between times, a tweening system can produce frames that transition from the starting state to the ending state without manual drawing of every frame.

In practice, tweening relies on interpolation: position, rotation, scale, color, opacity, and other attributes are interpolated

Common types of tweening include linear, bezier-based easing, and spline-based approaches. Some systems interpolate hierarchical properties,

Applications span 2D animation, 3D animation, motion graphics, user interface transitions, and game development. Web and

Historically, traditional animation relied on in-between artists to draw frames; digital tweening automates this step once

along
a
timeline.
Linear
interpolation
produces
uniform
changes,
while
easing
functions
modify
the
rate
of
change
to
mimic
natural
motion,
with
programs
often
offering
ease-in,
ease-out,
and
ease-in-out
options.
More
complex
methods
use
cubic
curves
or
splines
(Bezier,
Hermite)
to
control
acceleration
and
jerk,
and
rotation
can
use
spherical
linear
interpolation
(slerp)
for
smoothness.
so
a
parent
object’s
motion
influences
its
children.
In
3D
contexts,
quaternion-based
rotation
may
use
slerp
to
avoid
gimbal
issues.
software
tools
implement
tweening
to
interpolate
CSS
properties,
canvas
attributes,
or
object
transforms,
reducing
manual
frame-by-frame
work.
key
poses
are
defined.
Limitations
include
potential
unnatural
timing
if
curves
are
misused,
and
the
need
for
artist
oversight
when
multiple
properties
or
constraints
interact.
See
also:
interpolation,
easing
function,
keyframe.