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Common Animation Terms
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Squash and Stretch
A fundamental principle of animation that gives the illusion of weight and volume to a character as it moves.
Frame Rate
The frequency (rate) at which consecutive images called frames appear on a display. Measured in FPS (frames per second).
Keyframe
A drawing or shot that defines the starting and ending points of any smooth transition in animation.
Cel Animation
A traditional animation technique where each frame is hand-drawn on a transparent sheet called a cel and photographed over a background image.
Rigging
The process of creating the bone structure of a 3D model to manipulate the model's shape during animation.
CGI
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.
Tweening
A process where intermediate frames are created between two keyframes to produce the illusion of movement.
Onion Skinning
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.
Morphing
An animation technique in which one image is gradually turned into another.
Dope Sheet
A chart that animators use to organize and synchronize motion, dialog, and sound at the correct timing.
Pose-to-Pose
An animation technique that involves creating a few key frames, and then filling in the intervals later.
Storyboard
A sequence of drawings representing the shots planned for a film or animation.
Walk Cycle
A looped series of frames showing the sequence of motions of a character taking steps.
Secondary Action
An action that directly results from another action to add more dimension to character animation.
Render Farm
A group of networked computers that work together to render digital animation or images in order to complete render tasks more efficiently.
Inverse Kinematics (IK)
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.
Lip Sync
The process of synchronizing the movement of a character's lips with the pre-recorded spoken dialogue.
Arc
Another classic animation principle that refers to the natural movement path of objects or characters in animation.
Ray Tracing
A rendering technique for generating an image by tracing the path of light as pixels in an image plane.
Stop Motion
An animation technique to manipulate physical objects to appear to move on their own and is photographed frame by frame.
Anticipation
Animation technique used to prepare the audience for an action, and to make the action appear more realistic.
Motion Blur
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.
Exaggeration
An effect especially useful in animation as it gives a more dynamic and appealing look to the animation.
Timing and Spacing
Animation principles that deal with the number of frames between each action and the movement's dynamics.
Straight Ahead Action
An animation technique where each frame is drawn sequentially from the first to the last frame.
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