| As an animator for 40 plus years, I can tell you that in-betweening is a very difficult job. The fact that it's often cheaply outsourced is more of a factor that the people paying for the animation simply don't care about the quality. The results are seldom good. As to how much poor quality in-betweening hurts the performance to the audience is a complicated discussion. Animation that is _very_ bad can often be well accepted if other factors compensate (voice acting, design, direction, etc.) A good in-betweener is not simply interpolating between the keys. For hand drawn animation at least, there's a lot more going on than that. We'll leave out any discussion of breakdowns here. For one it's a difficult concept, much more difficult than 'tweening to explain. The other is that different animators will give different opinions on what a breakdown is or does. I will say, though, I think that properly tagged breakdown drawings could significantly improve the performance of ai generated in-betweens. Anyone who is seriously interested in the process should read the late, great Richard William's book, _The Animator's Survival Kit_. This is especially true for those who want to "augment" the process with machine learning. The book is very readable, even for non-artists. And he gets into the nitty gritty of what makes a good performance, and the mechanics behind it. Edit: Another good resource, and relevant to 3D animation as well, is Raf Anzovin's _Just To Do Something Bad_ blog. He has many posts on what he calls "ephemeral rigging" that are absolutely fascinating. Be aware that the information is diffused through out the blog and not presented in a form for teaching. His opinions are fairly controversial in the field. But I think he is onto something. (https://www.justtodosomethingbad.com/) |