List of Terms
in Animation and Film
Aliasing
- When the spatial resolution of an image is too low and jagged edges occur.
The details of the image are smaller than the individual pixels used to
represent the image. This especially occurs on objects with diagonal or curved
profiles. There are several ways to combat aliasing. The first is expensive
from a rendering standpoint. This approach is to increase the resolution of the
image, hence increasing the number of pixels. A second and more efficient technique
is to apply antialiasing. There are different techniques of antialiasing, but
most are based on oversampling and interpolation. The color values of nearby
pixels are averaged and used to determine the individual's color. Increasing
antialiasing will also greatly affect the rendering time. A third way is to
apply MIP maps and a fourth way is to apply texture filtering.
Animatic
- A moving or slideshow of the storyboard, used to refine timing, camera
decisions, composition, etc. It is also referred to as a "story reel"
or "Leica reel" (pronounced LIKE-uh).
Anticipation
- The action preceding the movement of the main action.
Arcs -
The curved path that all natural movement follows.
Back Light
- Also known as a Rim Light. It illuminates the edge of the subject so that it
will be distinct from the background.
Bezier Spline - A curved line that passes through all its control points and is
comprised of at least 3 points. The endpoints are called anchor points, while
other points are called tangent points or nodes. Each point has two handles
which give a great amount of control over the curve. Beziers are created in
vector-based drawing programs such as Illustrator and Freehand by the Pen tool.
Breakdowns
- A breakdown is the middle position in an arc of action. It is sometimes
called the passing position because in the walk cycle, it is the position where
one leg is passing the other on its way forward in a step. Other names are:
middle position, or intermediate position.
Brightness
- measures the light intensity; most bright is white, most dark is black.
Center of Interest - The part of the composition that attracts the
viewer's eye the most or first. It is where you want to lead their eyes to.
Chroma Key
- A way to make one color 100% transparent while other colors remain 100%
opaque. A feature of editing programs such as After Effects.
Close Shot
- Also known as a medium closeup. A camera shot where the whole face, or hand
or whatever part of the subject is the focus is clearly seen but nothing else except
some background.
Closeup Shot
- Also known as an extreme closeup. A camera shot with an extremely close view
of the subject so that it extends beyond the edges of the screen. The head,
hands or whatever on the edge is cropped off. This shot is intended to clearly
communicate emotions or thoughts or emphasize symbols.
Color Depth
- The number of colors in an image. Millions of colors is a term used to
describe 32 bit color depth.
Complimentary color - A primary color and the secondary color opposite on
the color wheel.
Cuts - An
immediate change from one camera view to another (using one frame).
Depth of Field - An optical effect where distant objects appear more blue and fuzzy in
comparison to foreground objects which are warmer and sharp. The effect is
caused by the different wavelengths of colors in the light spectrum. Blue
lights are scattered more than reds and light waves reflecting from farther
away appear fuzzy.
Dolly -
Also called a truck; moving the camera toward or away from the subject on a
line perpendicular to the picture plane. A dolly in is a move toward and a
dolly out is a move away.
Down Shot
- A camera shot with a point of view looking down on the subject from above.
Editing -
The process of assembling shots into their final order and final length.
Establishing Shot - A particular wide camera shot that establishes the time and place of
for that scene. Usually it is the first shot of a scene where there is a scene
change.
Expressions
- A formula used to create procedural animation usually to speed up repetitive
tasks. Sometimes called scripting.
Expression Sheet - Also known as X-sheet or Dope Sheet. Sheets for notating the frame
by frame information about the animation including sounds, dialogue and
backgrounds.
Face -
Another name for a facet, which is a planar surface. Multiple facets are used
to define the 3D shape.
Fades - A
scene transition technique where one image fades into the next image. These
cover a minimum of 3 frames (24 fps). There are several types of fades:
dissolves, fade ins and fade outs.
Frame - A
single picture image in a film or animation.
Frames per second (fps) - The speed that the frames are displayed at. The
standard for film is 24 fps and for video and computer its 30 fps.
Frame Rate
- Same as frames per second.
Full Shot
- A camera shot where the figure is completely seen or cropped from mid-calf.
This shot is intended to show the full body language.
Hue -
represents each of the primary colors on the color wheel. Red hue is the same
as red color. If something has a reddish hue to it, then it has more red in it
than Blue or Green.
Inbetween
- The pose drawings inbetween the key drawings in traditional animation. In
computer animation, the animator sets a key for an inbetween or the computer does
it by interpolation.
Interpolation - The method used by the computer to determine the action inbetween
the keys that have been set. The computer averages the information contained in
the attributes from sequential keys that have been set.
Keyframing
- The technique that defines the action of the animation sequence. Attributes
(characteristics such as rotation, translation, scaling, color, etc.) are set
in the computer at certain frames, which are called keyframes or simply keys.
Key Light
- The main source of light for a scene. It is usually the dominant light.
Key Pose
- Also known as the extreme poses. However, many times the key poses or key
drawings explain the concept of the story and are put into the storyboard.
Keys -
The points on a computer timeline where the information is set for that
particular attribute of the character or model.
Long Shot
- A camera shot of the full figure and a large amount of the environment. This
shot contains a lot of space around the subject. It is intended to merge the
subject with the environment.
Material
- A set of parameters that define the surface color, shininess, smoothness,
etc.
Medium Closeup Shot - Also known as a close shot. A camera shot where the
whole face, or hand or whatever part of the subject is the focus is clearly
seen but nothing else except some background.
Medium Shot
- A camera shot where the figure is cropped between the waist and mid-thigh
areas. In this type of shot we can see the body posture and even more
background.
Montage -
The juxtaposition or arrangement of camera shots in relationship to one
another.
Morphing
- An animated 3D effect than converts one geometry smoothly into another.
Negative Space - The space around the subject of primary interest. It may be empty or
filled with other objects.
Oblique Shot
- A camera shot looking at the subject from a tilted horizon line.
Overlap -
When some motion starts before others have finished.
Over the Shoulder Shot (OTS) - A camera shot with a point of view from behind a
character including part of the head and shoulders of the character.
Pan - A
camera transition where the camera is stationary and turned left or right (side
to side) on a line parallel to the picture plane. Sometimes called yaw.
Point of View (POV) - The viewpoint of the camera.
Pose - A
positioning of the character that shows its attitude at that particular moment.
These are sometimes used as another name for the extremes.
Procedurial
- The process of using computer procedures built into the 3D software, useful
for repetitive tasks. It describes the method used to obtain the color, surface
material, model or the animation of many instances of the same geometry.
Primary Action - The action that captures the audience's attention. It carries the
action forward to the next action.
Proportion
- Proportion defines the relationship of the part with the whole, how large
some part is respect to the entire composition.
Reaction Shot - A camera shot where the audience sees the reaction of some character
listening or observing the action taking place
Real-time
- When events happen at a rate similar to events in the real world.
Rendering
- The process in computer animation where the animated models are visually
represented on screen.
Reverse Cut
- A camera cut where the camera faces the opposite direction from the previous
shot. Two-way conversations, confrontations, etc. are common scenarios for
these types of shots.
Rule of Thirds - A technique where the picture plane is divided horizontally and
vertically into thirds and the center of interest is positioned anywhere the
lines meet. Usually, the center position is the most common and, hence, the
most boring if not used properly.
Saturation
- the color intensity of the hues involved in a color; basically the amount of
full color.
Scale -
In art, scale is the relative size of each element of a composition as seen
from the viewer's POV. In CG, scale is an attribute that varies the size of the
object selected to be scaled.
Scene -
There are 2 definitions, one for live-action and one for animation: For
live-action scenes: each change of time or place or thought. For animation
scenes: each change of a camera shot.
Script -
The story written in a form that just contains some basic descriptions of
movements and scenery, the camera and scene transitions, and dialogue.
Secondary Action - The action(s) that echo or compliment the primary action. It often
starts as a reaction to the primary action, but may through time become the
next primary action.
Sequence
- A sequence is a block of scenes. It represents one continuous episode,
similar to a chapter in a book.
Shading -
The process of assigning surface parameters to 3D geometry.
Shot -
Each change of camera angle and/or position.
Staging -
In cinematography, it describes the process of positioning (layout) the camera
and lighting and the actor's positions. In animation, it describes the
principle of communicating the action, emotion, and personality with clarity
and effectiveness.
Storyboard
- A series of panels of sketches or illustrations of the story based upon the
script as it is interpreted by the director and/or storyboard artists. There
are 3 kinds of storyboards: Conceptual, Technical and Presentational. Animators
work with technical storyboards.
Texture -
A term in art and a separate term in CG animation. In art, it refers to the
rough or smooth characteristics of the parts of a composition or object.In CG
animation it refers to an image file that is used to define the surface
attributes on the geometry.
Thumbnails
- Small paneled sketches of the story or sequence. Preliminary work for the
storyboards or for animating.
Tilt - A
camera transition where the camera is stationary and turned up or down.
Tone -
Also known as value. The amount of white or black percentage of a color.
Treatment
- A short 1-3 paragraph synopsis of the story idea. This is made into a script.
Truck -
Also called a dolly; moving the camera toward or away from the subject on a
line perpendicular to the picture plane. A truck in is a move toward and a
truck out is a move away.
Twinning
- When extremities mirror each other or create "twins".
Value -
Also known as tone. The amount of white or black percentage of a color.
Wide Shot
- A camera shot where the figures are distant, almost lost in the background.
The purpose of this shot is to show the environment.
Wipes - A
scene transition technique creating an optical effect when one scene supercedes
the previous by some sort of matte or an object in the composition. The mattes
can be solids or come in a pattern (window blinds, spiral, dots, etc.).
Zoom - An
optical effect, not a camera transition, where the lens changes to make the
subjects appear to move in or move away. It is sometimes confused with the
truck, however, the camera does not physically move in a zoom.