List of Terms in Animation and Film
Action Safe Area - The area of the viewing screen
where the action is safe from cropping.
Additive Color Model - A color model where red, green and
blue are the primary colors. Mixing them together will create white. The name
comes from this adding of colors to get white. It is usually referred to as the
RGB color model and is used by the computer to display graphics.
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.
Alpha Channel - An optional channel in the texture
file that usually defines the transparency of the pixels. Then the image area
where the alpha channel is applied can be partially or entirely blocked out.
The lower the bit depth used in an alpha channel, the more memory is saved, but
image quality may suffer.
Ambient Lighting - Sometimes known as default
lighting in some software. In others it is the light that simulates sunlight or
natural light.
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.
Attributes - Characteristics of a piece of 3D
geometry such as rotation, translation, scaling, color, turning off or on, etc.
Azimuthal coordinate system - A coordinate system using a
rotational axis that provides a simple way for placing objects in a 3D world.
If you can imagine a globe and the point on the surface of that globe, you can
picture a point in a Azimuthal coordinate system. It is especially useful when
placing cameras and lights in a 3D world.
Back Light - Also known as a Rim Light. It
illuminates the edge of the subject so that it will be distinct from the
background.
Base Map - The main texture map used on a
polygon. When using texture blending, one or more additional textures are
blended with the base map to create a new texture.
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.
Blinn Shading - A specular shading method useful
for eyeballs and other specular surfaces.
Bounding Box - A rectangular box that is used to
simplify for viewing the approximate volume of a geometric shape.
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.
B-Spline - A particular type of spline used
to form the outline of a shape. A spline is a controlled curved line. The
controls that shape the spline are invisible except for manipulation purposes.
Some of these controls are: control lines, control polygon or hull, control
points or vertices, tangent points, knots and weights. Each spline is
characterized by the way it is controlled. A b-spline is a curved line that
rarely passes through the control points of the line. It also has weights
attached to each control point, but the weights are uniform which results in a
nonrational curve. NURBS are specific types of b-splines, where the weights
have been modified to control the curve. Once you make a non-uniformed
modification to the weights of the b-spline, you create a rational curve and it
is known as a NURBS (non uniform rational b-spline).
Bump Maps - An image that is attached to a 3D
model's surface to aid in the bumpiness or texture of the surface.
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.
Clipping Plane - A plane that hides the polygons on
the opposite side of it. Used to speed up rendering.
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.
Diffuse Lighting - Lighting that is determined by the
angle of light hitting the object. Light is scattered in diffuse lighting, not
reflected.
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.
Dope Sheet - Also known as Expression Sheet or
X-sheet. Sheets for notating the frame by frame information about the animation
including sounds, dialogue and backgrounds.
Down Shot - A camera shot with a point of view
looking down on the subject from above.
Ease Ins and Ease Outs - An Ease In is increasing speed to
the next pose. Easing Out is slowing down for the next pose. Ease Ins are also
known as Fast Ins or Fast Outs. Ease Outs are also known as Slow Ins or Slow
Outs.
Editing - The process of assembling shots
into their final order and final length.
Environmental mapping - A method of texture mapping that
simulates the look of certain environments, like reflections of chrome or
glass.
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.
Extreme - A pose that shows the extreme
limits of an action. It is where the action is accented or highlighted. This is
similar to the physical beat in acting.
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.
Fill Light - Softens the light effect from the
Key Light and can simulate the colors of the environment reflecting on the
subject.
Film Aspect Ratios - The aspect ratio(s) that are the
standard of the film industry. The aspect ratio is the proportion of width to
height of an image viewing area.
First person point of view - A camera shot from the point of
view of the main character.
Fog - Also known as Environmental Fog. A
special CG effect that can be applied to simulate fog. The objects as they
recede into the background become a similar color using a gradient.
Followthrough - This can be another name for
overlap, or it can convey a slightly different aspect of overlap where the
action seems to extend beyond the place of final rest upon completion of the
action and forms an action of its own.
Forward Kinematics (FK) - In 3D computer animation, where
the angles of the joints are manipulated directly in order to achieve a
specific motion.
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.
Geometry - All polygonal objects in a 3D
software.
Gimbal Lock - Where the rotation of an object is
locked when it is extended as far as it can go.
Gouraud Shading - A shading method also known as
Smooth Shading in many CG programs.
Holds - Interrupting one movement and/or
pausing before the next movement.
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.
Instance - Also known as a clone where
multiples of a single object are created. Changing the transformations of the
original object changes the instances in the same way.
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.
Inverse Kinematics (IK) - In 3D computer animation, where
joints are moved to a particular position and the computer calculates the joint
rotation needed. IKs are particularly useful for stopping and holding a joint
at a point of rest, such as planting the feet when your character finishes a
step.
Jump Cut - A camera cut when two cuts
intentionally do not match. This has the effect of speeding up the action,
removing unnecessary frames.
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.
Line of Action - A line that is formed between the
POV of one subject and that subject.
Line of Action Rule - Also known as the 180 degree rule.
The camera should move on an arc between the POV of the subject and the subject
itself, either on one side or the other, but not on both sides. Thus, the
camera movement covers 180 degrees or less. Breaking this rule leads to audience
disorientation.
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.
Mapping - The process of applying the textures
to polygons using coordinates.
Matched Cut - A camera cut where the action in
one shot is matched in the second shot which is a closeup perhaps, or from a
different angle.
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.
Mesh - A representation of the geometric
shapes in a 3D software program that consist of wires or hulls. Also known as a
wireframe.
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.
Motion Blur - Although some motion blur occurs
in real life with fast action, it occurs quite naturally in film or video
recordings as well. It must be added to computer animation.
Motion Tests or Animation Tests - In traditional animation known as
pencil tests. When animators preview their work in motion.
Moving Holds - A hold in which some smaller
secondary action is still taking place. In 3D animation, moving holds must
replace regular holds; otherwise the action looks stiff and lifeless.
Negative Space - The space around the subject of
primary interest. It may be empty or filled with other objects.
NURBS - Non uniform rational b-spline, a
particular type of b-spline. See b-spline for more.
Node - A single object or component or
attribute in a hierarchy.
Oblique Shot - A camera shot looking at the
subject from a tilted horizon line.
Offset - A technique for starting the
movement of one part a few frames after another part.
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.
Parent - Any node in an hierarchy that is
directly above another node, (called the child).
Phong Shading - A specular shading method also
known as Smooth Best in many CG programs. It has better surface quality when
rendered than Gouraud shading, but rendering is slower.
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.
Pose to Pose - Animation method where all the
keys for the pose are set first, then the next pose.
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.
Rack Focus - A special effect created when the
camera is trucked in at the same time the lens is zoomed out.
Ray Tracing - A shading method which follows the
individual rays of light as they bounce off objects on their way to the camera.
This is the most photorealistic shading method and the most costly in terms of
rendering time.
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.
Result drawings - The drawings that result from the
poses discovered in the setup drawings. These are where the ideas for the
breakdown pose and anticipation pose are sketched.
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.
Rim Light - Also known as a Back Light. It
illuminates the edge of the subject so that it will be distinct from the
background.
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.
Rule of Threes - A technique in cinematography
where action is done 3 times, with the second action similar to the first to emphasize
it and the third action is twisted for a surprise.
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.
Setup drawings - Initial pose drawings that setup
the result drawings. Setup drawings are the extreme poses and the concept
drawings of the story.
Shading - The process of assigning surface
parameters to 3D geometry.
Shot - Each change of camera angle and/or
position.
Snap - Adding punch or emphasis to the
accents in animation.
Specular Highlighting or Lighting - Lighting that is determined by the
angle of light and the camera. This light is reflected light.
Specular Shading - A shading method where the
specular highlights can be seen. This is useful for doing final rendering
tests.
Spline - A curved line defined by
mathematical functions.
Sprite - A texture map that stays flat to
the screen. Also known as an overlay.
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.
Straight Ahead - Animation method where you set
keys as you go.
Subtractive Color Model - The color model that determines
color in pigments. The three primary colors are red, yellow, and blue. So named
because you need to subtract color in order to get white.
Take - A take is a character's sudden
reaction to a surprise or to fear.
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.
Texture Map - An image that is attached to a 3D
model's surface to aid in describing the surface's characteristics. It is often
composed of colors and details, sometimes in separate layers. It could be composed
of bump maps, color maps, transparency maps, etc.
Thumbnails - Small paneled sketches of the
story or sequence. Preliminary work for the storyboards or for animating.
Tightning the shot - Moving the camera closer to the
subjects. A tight shot is a closeup shot or one where the subject occupies most
of the viewing screen.
Tiling - The method of repeating a texture
across a polygon.
Tilt - A camera transition where the
camera is stationary and turned up or down.
Title Safe Area - The area of the viewing screen
where there is no distortion. Named because the title and any text appears in
this area.
Tone - Also known as value. The amount of
white or black percentage of a color.
Treatment - A short 1-3 paragraph summary 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".
Up Shot - A camera shot with a point of view
looking up at the subject from below.
UV Coordinates - A coordinate system used for
curved surfaces. U is the horizontal value from 0 to 1 and V is the vertical
value from 0 to 1. The value of U is usually 0 on the left edge of the
parameter space and 1 on the right edge. The value of V is 0 at the top of the
parameter space and 1 at the bottom. Texture coordinates also may include a W
dimension which is the depth. Numbers greater than 1 will make the texture tile
and those less than 0 will mirrow the texture.
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.).
Z-Buffer - An algorithm used in 3D graphics
which stores information about the depth position of the scene object in a
buffer. This method determines whether the object is visible from the POV of
the camera at each pixel, one at a time.
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.