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 wherethe alpha channel is applied can be
partially or entirely blocked
out. The lower the bit depth used in 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. Some of these controls are: control lines, control polygon or
hull, control points or vertices, tangent points. Each spline is characterized
by the way it spline is a curved
line that rarely passes 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 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
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, 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.
Editing -
Process
of assembling shots into their final order and 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 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). ThereÕs several types of fades:dissolves,
fade ins, 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
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 have been set.
Inverse Kinematics (IK) - In
3D computer animation, where joints are moved to a particular position and the computer calculates the joint 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.
Keyframing
- The
technique that defines the action of the animation sequence. Attributes
(characteristics such as rotation, 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 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 - Line formed between 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 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 to merge the subject with the environment.
Mapping -
Process
of applying 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 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 and even more background.
Mesh - A
representation of the geometric shapes in a 3D software program that consist of
wires or hulls. (AKA; 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 animation.
Motion orAnimation 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 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
- 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) - Camera shot with a point of view from
behind a character including part of the head and
shoulders of them.
Pan - A
camera transition where the camera is stationary and turned left or right (side
to side) on a line parallel to the 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
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 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 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 rate similar to events in 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 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 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 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 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 or thought. For animation scenes: each change of
shot.
Script - The
story written in a form that just contains some basic descriptions of movements and
scenery, the camera and, 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 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 extreme poses
and concept drawings of story.
Shading -
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. (AKA; overlay.)
Staging -
In
cinematography, 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: 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
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 image file
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 and details, sometimes in separate
layers. 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
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.
Value