Yasuo Otsuka's rock-man scene from Horus is one of the early great examples.
https://sakugabooru.com/post/show/22968/animals-animated-character_acting-creatures-debris
As it says on his Anipages entry (http://www.pelleas.net/animators/) he animated the giant on 3s to portray the huge size of the character. In many ways frame modulation is an offshoot of anime's limited budgets but it also allows for more dynamic action scenes rather than everything flowing at a constant rate.
https://sakugabooru.com/post/show/22968/animals-animated-character_acting-creatures-debris
As it says on his Anipages entry (http://www.pelleas.net/animators/) he animated the giant on 3s to portray the huge size of the character. In many ways frame modulation is an offshoot of anime's limited budgets but it also allows for more dynamic action scenes rather than everything flowing at a constant rate.
lighthalzen
Best use of framerate modulation?
I don't know but it seems like an art in the art and it's kind of animation optimization only in thought form since you're not drawing beforehand and dropping frames (like with CGI that emulates 2D, KLK), I find this interesting. I'm also intrigued by the fact that some says it's unique to Japanese animation (or born from it) and absent from classical Disney. Wouldn't the approach of tweaking the timing to minimize the amount of drawing while keeping it effective be kind of a given, if 24 drawing per second are useless? Drawing is hard...
Well I could write a lot of questions and reflections about the matter but I'll keep it to the first paragraph, ignore my Disney part unless you're really interested in the discussion, but it might go round fast since I don't know any real answers.