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