Foreword by John Lasseter
1. Preface to 1981 edition
2. What is good timing?
3. The storyboard
4. Traditional hand drawn storyboards
5. Digital storyboarding in 2d
6. Digital storyboarding in 3d
7. The use of After-effects
8. The Responsibility of the director
9. The basic unit of time in animation
10. Timing for hand-drawn film
11. Timing for overseas production
12. Timing for digital production
13. Motion or Performance Capture
14. Animation and properties of matter
15. Movement and Caricature
16. Cause and effect
17. Newton's laws of motion
18. Object's thrown through the air
19. Timing of inanimate objects
20. Force transmitted through a flexible joint
21. Force transmitted through jointed limbs
22. Spacing of drawings
23. Timing a slow action
24. Timing fast action
25. getting into and out of holds
26. Single frames or double frames?
27. How long to hold?
28. Anticipation
29. Follow through
30. Overlapping action
31. Timing an oscillating movement
32. Timing to suggest weight and force
33. Timing to suggest force: repeat action
34. Character reaction and takes
35. Timing to give feeling of size
36. The effects of friction, air resistance and wind
37. Timing cycles
38. Scenes with multiple character
39. A word about Massive
40. Effects animation:
41. 2D Hand drawn effects: flames and smoke
42. Water
43. Rain
44. Snow
45. Explosions
46. 3D Digital Effects
47. repeat movements of inanimate objects
48. Timing a walk
49. Types of walk
50. Spacing of drawings in perspective animation
51. Timing animals' movements
52. Bird flight
53. Speed lines, and motion blur
54. Snap Principle: Accentuating movement,
55. Strobing fast run cycles
56. Characterization
57. The use of timing to suggest mood
58. Synchronizing animation to speech
59. Lip-sync
60. Timing and music
61. Camera movements: Traditional
62. Camera Movements: Digital
63. Editing for different animated media
64. Feature films
65. Television
66. Downloads and short form media games
67. Traditional skills and Future technological development