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Common Animation Terms

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Frame Rate

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The frequency (rate) at which consecutive images called frames appear on a display. Measured in FPS (frames per second).

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Rigging

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The process of creating the bone structure of a 3D model to manipulate the model's shape during animation.

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Tweening

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A process where intermediate frames are created between two keyframes to produce the illusion of movement.

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Keyframe

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A drawing or shot that defines the starting and ending points of any smooth transition in animation.

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Cel Animation

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A traditional animation technique where each frame is hand-drawn on a transparent sheet called a cel and photographed over a background image.

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Squash and Stretch

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A fundamental principle of animation that gives the illusion of weight and volume to a character as it moves.

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CGI

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Computer-Generated Imagery, the application of computer graphics to create or contribute to images in art, printed media, video games, films, television programs, and simulations.

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Straight Ahead Action

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An animation technique where each frame is drawn sequentially from the first to the last frame.

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Morphing

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An animation technique in which one image is gradually turned into another.

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Onion Skinning

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An animation technique used in creating animated cartoons and editing movies to see multiple frames at once; this way, the animator or editor can make decisions on how to create or change an image based on the previous image in the sequence.

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Timing and Spacing

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Animation principles that deal with the number of frames between each action and the movement's dynamics.

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Inverse Kinematics (IK)

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A mathematical process used in 3D animation to automate the animation of characters so that their extremities can move to a position by manipulating the joints.

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Anticipation

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Animation technique used to prepare the audience for an action, and to make the action appear more realistic.

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Secondary Action

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An action that directly results from another action to add more dimension to character animation.

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Stop Motion

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An animation technique to manipulate physical objects to appear to move on their own and is photographed frame by frame.

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Exaggeration

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An effect especially useful in animation as it gives a more dynamic and appealing look to the animation.

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Ray Tracing

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A rendering technique for generating an image by tracing the path of light as pixels in an image plane.

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Dope Sheet

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A chart that animators use to organize and synchronize motion, dialog, and sound at the correct timing.

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Arc

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Another classic animation principle that refers to the natural movement path of objects or characters in animation.

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Motion Blur

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A visual effect that mimics the blurring of moving objects in a still image or a sequence of images such as a movie or animation.

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Walk Cycle

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A looped series of frames showing the sequence of motions of a character taking steps.

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Pose-to-Pose

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An animation technique that involves creating a few key frames, and then filling in the intervals later.

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Render Farm

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A group of networked computers that work together to render digital animation or images in order to complete render tasks more efficiently.

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Storyboard

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A sequence of drawings representing the shots planned for a film or animation.

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Lip Sync

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The process of synchronizing the movement of a character's lips with the pre-recorded spoken dialogue.

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