A Conversational Walkthrough of 2D Animation: From Core Principles to Moho 4.0 Practice. If you've ever watched a cartoon, a looping GIF, a game cutscene, or even a simple loading animation and thought, "How did they make that feel alive?", you've already met the heart of 2D animation.
This article is a guided, conversational recap of the PDF module for CBAA3103 2D Animation (Open University Malaysia), which aims to build the visual, aural, and technical skills needed to develop and produce 2D animation while introducing the fundamental concepts and principles of animation.
We're going to walk through the same journey the module takes: what animation is, why it works, how productions are planned and executed, what kinds of 2D animation exist, and how Moho 4.0 fits into a modern workflow. And yes, we'll also talk about the "hands-on" Moho steps, because animation is one of those things you only truly understand once you've made something move.
1) What Animation Really Is (And Why Your Brain Falls for It)
At a basic level, animation is built from still images shown quickly enough that your brain blends them into motion. The module explains that we perceive motion because of persistence of vision, meaning the eye and brain keep "seeing" an image briefly even after it disappears, so rapid sequences feel continuous. This is why the term frames per second (fps) matters. The module notes that smooth motion commonly uses 24 different frames per second, and that the number of frames shown in one second is the frame rate, measured in fps.
Here's the friendly reality check: animation is basically controlled cheating. You're not recording movement. You're manufacturing it by designing tiny differences between frames. And that changes everything, because it means:
That's why animation isn't just "drawing a lot." It's planning, storytelling, timing, and illusion engineering.
2) A Quick Time-Travel Through Animation's Origins
The module spends time grounding animation in its historical roots, pointing out how early moving-image toys and experiments built the foundation for modern animation. It describes how animation grew through experimentation and the development of tools and methods that made motion possible from sequential images, leading eventually to today's film and digital animation practices.
What's important here isn't memorizing a timeline like it's a history exam. The key takeaway is this:
Animation evolved because humans kept trying to answer the same question in new ways:
"How do we make still images feel like they have life?"
The technology changes. The goal stays the same.
3) The World of 2D Animation: Where It Shows Up (More Than You Think)
The module also emphasizes that 2D animation isn't confined to cartoons. It appears across media and industries and is shaped by the needs of communication and storytelling. In other words, 2D animation is both an art form and a practical tool for delivering messages to audiences in engaging ways.
When you step back and look at the world today, 2D animation shows up everywhere:
So even if your dream isn't to make a full animated film, the skillset still matters because motion is one of the strongest attention tools humans respond to.
4) What Makes Animation "Animation": Core Characteristics You Keep Seeing
The module frames animation as more than movement. It highlights qualities that shape believable motion and effective storytelling, including how images represent ideas, how motion is constructed and perceived, and how specific choices guide the viewer's understanding of what's happening.
Even if you don't memorize labels, you start noticing patterns:
This is where beginners often get surprised: realistic isn't always the goal. Readable is the goal.
5) Skills Behind the Scenes: Planning Before You Animate
The module repeatedly reinforces that animation begins long before the first frame is drawn. It points to planning tools like scripts and storyboards as essential, because they structure the story and the production process. If animation is a "movie made of drawings," then planning is the part where you decide:
Skipping this stage is how people end up with:
The module's message is basically: if you want your animation to work, you must respect planning.
6) The Animation Procedure: The Big Pipeline (From Idea to Output)
One of the most helpful parts of the module is how it lays out animation as a workflow rather than a mystery. It presents a structured "animation procedure" that starts with concept and flows through story development, preparation, production, and finishing work.
When you translate that into plain talk, it looks like this:
The important point: animation is not a single task. It's a chain of tasks. If one link is weak (like unclear storyboards), everything after it gets harder.
7) Computer Animation: Why Keyframes Changed Everything
The module explains that animation is built from frames, and that a common approach is to create key frames that show the beginning or end of a movement, then let the software fill what happens between.
A key frame is like planting a flag:
"This is where the character starts."
"This is where the character ends."
For example, the module describes a falling tree: one key frame shows it upright, another shows it on the ground.
Then comes the magic word: in-betweening (tweening). The module explains that software calculates how many frames need to appear between keyframes and generates those in-between frames, saving huge amounts of time compared to hand-drawing every frame.
This doesn't mean "the computer does the art." It means:
So modern animation becomes a teamwork arrangement between your creative intent and the tool's automation.
8) Animation Tools and Packages: Choosing the Right "Workshop"
The module introduces multiple animation software options and frames them as tools that support different needs, workflows, and production scales. This is important because beginners often think there's one "correct" program. In reality, software choices usually depend on:
And that brings us to the star of the module's practical section: Moho 4.0.
9) What Is Moho 4.0 (And Why It's Treated as Special Here)
The module describes Moho 4.0 as a 2D animation tool with features that make it powerful for certain types of workflows—especially those involving rigging, bones, and reusable animation components. What makes Moho feel different, especially to beginners, is that it supports:
So it can sit nicely between "I draw every frame" and "I rig a character and animate it like a puppet."
Moho's approach is also reflected in how the module teaches it: step-by-step exercises that gradually introduce tool groups and concepts.
10) Contribution of 2D Animation: It's Not Just Art, It's Communication
The module doesn't treat animation as "pretty pictures." It frames animation as a communication medium shaped by tools, technique, and audience needs. It also connects 2D animation's contribution to production practices like storyboarding and to the evolving role of computers in animation.
A major part of animation's contribution is that it can:
And because it's flexible, it gets used across genres and themes.
11) Animation Themes: The "Why" Behind the Motion
The module highlights different animation themes, showing how the same medium can serve very different purposes depending on the message and target audience. Think of themes as the vibe and intention of the animation:
The theme influences everything: character design, color, pacing, sound choices, even how "realistic" the movement should be.
12) Traditional vs Digital Techniques: Same Goals, Different Workflows
The module explains both traditional animation techniques and digital animation techniques, framing them as approaches shaped by tools and production realities. Traditional workflows historically involved hand-drawn frames and processes that required careful step-by-step production handling. Digital workflows shift many of these steps into software, making revisions, reuse, and compositing more flexible.
A good way to think about it:
Neither is "better" by default. They just create different strengths:
13) The Effects of Computers on Animation: Speed, Scale, and New Possibilities
The module explicitly discusses how computers changed animation by reshaping production capacity and opening up new ways to create and deliver animation. It notes how technology can save time and reduce manual workload, particularly through automation like tweening and through digital production tools.
The big picture is this:
And when production becomes faster and more flexible, the industry changes too—more studios can produce content, and creators can work at smaller scales without giant teams.
14) Different Types of 2D Animation: More Than One Way to Animate
This is one of the module's most practical sections, because it clarifies that "2D animation" isn't one technique. It includes multiple systems and styles.
Cel Animation
Cel animation (historically) involved drawing characters on transparent sheets and layering them over backgrounds. The technique separates moving elements from static backgrounds so the background doesn't need to be redrawn every frame.
Flip-book Animation
Flip-books are the simplest demonstration of sequential frames—one drawing per page, flipped quickly to create motion. It's basic, but it teaches the core idea: small changes per frame create movement.
Cut-out Animation
Cut-out animation uses separate pieces (like arms, legs, heads) that move like puppets. This style connects strongly to tools like Moho, because rigging and bone systems make this workflow efficient.
Drawing on Film
This technique involves drawing or scratching directly onto film material. It's experimental, tactile, and very style-driven.
Mixed Media
Mixed media combines materials and methods (for example, drawings + photos + textures + digital effects) to produce a unique visual style.
Morphing
Morphing transitions one shape into another, often used for dramatic transformations or stylistic transitions. The module treats it as a recognizable 2D technique that relies on controlled shape change over time.
Path Animation
Path animation moves an object along a defined route, letting you control where it goes and how it travels through space.
The takeaway: when someone says "2D animation," your next question should be: "What kind?" Because the pipeline, tools, and time requirements change depending on the technique.
15) The Full Production Pipeline: Pre-Production, Production, Post-Production
The module outlines animation as a three-phase process.
Pre-production: Where You Win or Lose the Project
Pre-production includes scriptwriting, storyboarding, and studio setup. This is the phase where you decide what you're making and how you're making it. It's also where you catch expensive mistakes early. A confusing storyboard is cheaper to fix than a finished animation nobody understands.
Production: The Heavy Lifting Phase
The module breaks production into many steps: production plan, workbooks, editorial, layout, animation, scanning, sweat box, cleanup, visual effects, background painting, ink and paint, and final checking. Even if you don't memorize every label, notice how production includes both creative tasks (animation, backgrounds) and management/quality tasks (workbook, final checking). That's how real production stays on track.
Post-production: Sound, Finish, and Delivery
The module lists post-production steps such as locking picture, spotting sessions, Foley sessions, ADR, sound effects design, final mix, online assembly, colour correction, quality control, and delivery. This is where animation becomes "a finished film" rather than "moving drawings." Sound and final assembly do a huge amount of emotional work.
And the vocabulary matters:
16) Scriptwriting: From Idea to Production Script
The module breaks scriptwriting into stages: conceptualisation, first draft, second/third drafts, polishing, and production scripts.
Conceptualisation Stage
During conceptualisation, you form the story concept, define main characters and relationships, and develop premise, outline, and treatment. The module explains that a premise can be described in one or two paragraphs, an outline can be longer (2–10 pages depending on format), and a treatment can be much longer (around 20–30 pages).
This stage also matters because ideas often need pitching: the concept must be clear and easy to understand if you're presenting it to others.
First Draft
The first draft lays down structure, dialogue, and action, using a story structure such as opening, conflict, and resolution (linear), or rearranged (non-linear). The module even gives practical scale examples: a half-hour script may run 25–35 pages, while a feature can reach 80–110 pages.
These drafts incorporate changes from new ideas and client requests, refining character persona, environment, and the "look and feel" of the story. The message here is simple: scripts evolve. Rewriting isn't failure. It's the job. Polishing Polishing improves dialogue and makes finishing touches without usually changing the core structure, and it may remain an ongoing process until the script is ready for production.
At the production stage, changes/additions/deletions are tracked so departments can execute tasks effectively. The module also describes several script types used in production and post-production contexts, such as recording scripts and ADR scripts.
17) Storyboarding: The Bridge Between Script and Animation
The module describes storyboarding as essential for professional animation because it guides the beginning, middle, and end of the story, provides the sequence of action, and includes notes about scenes. It also lists what should be ready before storyboarding really starts: script, voice track (if available), character models, location designs, prop design, office resources, panel setups, and sample panels showing the project style.
Presentation Storyboard
The director divides the script into sequences and scenes; storyboard artists make editorial and cinematography decisions such as where to cut scenes and which camera angles to use. Work is pitched for comments and either approved or revised.
Production Storyboard
A production storyboard is even more detailed and is used by everyone in production for clarification. It includes drawings and written info for each shot: motion, camera, set, lighting, timing, and transitions, plus soundtrack information like dialogue transcripts and music/sound effects notes. It also gets very specific about timing and labeling: frames can be numbered with shot or scene-and-shot numbers, and timing can be shown in hours/minutes/seconds/frames (timecode). The module even notes output ratios for storyboard panels, such as TV/direct-to-video, feature film, and cinemascope ratios. So storyboarding is not just drawing boxes. It's planning motion, camera, and story flow with production reality in mind.
18) Animating: Keyframes, Between Frames, In-betweens
The module frames animation as a staged process that begins with planning (storyboards), then builds motion through frames.
Key Frames
Key frames show the beginning or end of a particular movement, and the animator tells the software when each key frame should appear by setting timing.
Between Frames and In-betweening
After key frames are created, the animator can import them into software, and the software generates the frames between keyframes. This software process is called in-betweening (tweening), and it saves time compared to hand-drawing every frame.
The module even discusses simple GIF animation workflows as a way to practice frame construction and playback, reinforcing that the same principles apply whether you're making a small loop or a full animation project.
19) Moho 4.0 Hands-On: Learning by Building
Now we get to the part that feels like animation class in the best way: open the software and actually do the thing. The module's Moho section is structured as progressive steps:
Step 1: A Quick Run-Through (Tools and the "First Move" Feeling)
The module explains that the purpose is to give an overview of how Moho works, and it introduces Moho's tool groups: Draw, Fill, Bone, and Layer.
Drawing a simple shape
You start by selecting a shape tool (the Circle tool) and dragging to create a circle, using Shift to force a perfect circle instead of an oval. This is deliberately simple because the point is not "wow art." The point is: you created a vector shape inside the project's visible area.
Filling a shape with colour
Then you use fill tools to fill the shape: select points, use the Fill tool, confirm the fill (spacebar), then adjust fill color and settings in the style panel. This teaches a core Moho idea: in many digital tools, drawing and filling are separate actions.
Simple animation
The module defines Moho animation as moving objects and setting keyframes, with Moho calculating positions between keyframes. It also walks you through manipulating points and rotating layers, then resetting points/rotation at a later frame to produce visible motion when played back.
And the module has a very human moment here: it basically says the result won't win film awards, but you're learning how Moho works and you can experiment with more keyframes.
That's exactly the right mindset for beginners: small wins first, mastery later.
20) Step 2: Drawing a Background and Building a Scene
Next, the module transitions from single-object practice into a simple scene build. It has you set project background colour in Project Settings, then draw a rectangle to form rolling hills, using the Add Point tool to add curves by dragging on edges.
Then it introduces organizational habits like naming layers, because scene complexity grows fast in animation projects. It also teaches more detailed vector shaping workflows such as:
Then it moves to creating a tree, using Add Point and welding, and introduces view navigation tools (Pan/Zoom) and curvature tools to adjust how round or pointy curves are. This is classic animation thinking: you're not just drawing objects. You're building assets that can later be animated and reused.
21) Step 4: Bones (Rigging That Makes Animation Faster)
The bones section is where Moho starts feeling like a "serious" animation system. The module teaches building a skeleton with a spine bone and leg bones, emphasizing parent-child relationships: child bones can move without affecting the parent, but parent movement carries children along.
It also describes the color cues for selected bones and parent bones, helping you debug bone hierarchies if you connect things in the wrong order.
Testing bones
The Test Bones tool lets you test skeleton movement. The module notes that at first, you may see bones move while the character art doesn't move yet, because you haven't attached points to bones. It also notes that Test Bones doesn't permanently move bones; they snap back when you switch tools.
Binding points to bones
Binding is where the rig becomes functional: you select bones and bind the relevant artwork points to them, using selection commands and binding tools, then pressing spacebar to perform the binding. The module stresses an important distinction:
That's a core Moho workflow rule, and it's exactly the sort of detail that saves beginners from hours of confusion.
22) Step 5: Types of Animation in Moho (Layer, Bone, Point)
The module states that there are three basic ways to animate objects in Moho:
Frame zero: creation mode vs animation mode
Moho has a concept that beginners must respect: frame zero is creation mode. You draw and create objects at frame 0. When you move to other frames, you animate what you created. That single idea prevents a lot of "why can't I draw now?" frustration.
Layer animation
Layer animation moves an entire layer as if it were painted on glass. It's simple and sometimes all you need. The module demonstrates setting the time to a frame (like 72), translating a layer, and observing a timeline marker (a keyframe) appear in the layer motion channel.
Bone animation
Bone animation uses skeleton structures. The module demonstrates setting time to a frame, manipulating bones, and explains that manipulating bones at frame 0 is just testing, but at other frames it becomes real animation. It also introduces a useful feature: cycling (looping) an animation channel by setting a cycle duration so the movement repeats.
Point animation
Point animation reshapes objects by dragging individual points, typically to change shape rather than move like a rigid body. The module uses clouds as an example: at the end of an animation, you can drag points slightly so the shape changes over time.
Importing animation
Finally, the module notes that imported layers can contain animation too, and demonstrates inserting an object (like a beach ball) that already bounces, then repositioning and scaling it for the scene. This is a very real production technique: reuse motion assets, then adapt them to your shot.
23) Pulling It All Together: What This Module Is Really Teaching You
If we step back, the module is doing two big things at once:
First, it teaches animation as a complete process:
Second, it teaches animation as a hands-on craft using Moho:
That combination is valuable because it prevents a common beginner trap:
This module tries to build both together.
24) A Practical "Beginner Truth" to End On
The module's Moho exercises contain a quiet lesson that matters more than any single tool: start simple, then build complexity gradually. The first animation you make might be clumsy, but you're learning how tools and timing work.
Animation skill grows through repetition:
And over time, you stop thinking in drawings and start thinking in movement. That's when 2D animation becomes less like "making pictures move" and more like what it really is:
Making ideas feel alive.
Module Title: CBAA3103 2D Animation | Institution: Open University Malaysia (OUM) | Source Type: Course Module PDF


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