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MAR 364

Terms

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Anticipation
the preparation for an action
Appeal
creating a design or an action that the audience enjoys watching
Arcs
the visual path of action for natural movement
Exaggeration
Accentuating the essence of an idea via the design and the action
Follow Through and Overlapping Action
The termination of an action and establishing its relationship to the next action
Secondary Action
the action of an object resulting from another action
Slow In & Slow Out
The spacing of the in-between frames to achieve subtlety of timing and movement
Squash & Stretch
defining the rigidity and mass of an object (or part thereof) by distorting its shape during an action. Volume should be maintained.
Staging
Presenting an idea so that it is unmistakably clear
Timing and Motion
spacing actions to define the weight and size of objects and the personality of characters
Weight & Personality
The different principles should be applied in a fashion to produce a consistent [weight and] personality. This means that the animator must have a good idea of the desired [weight and] personality before beginning the animation.⬝
Solid Drawing
Construct characters using basic shapes
Animatic (a.k.a.Story Reel)
A roughly animated sequence to adjust timing and motion. Usually a pre-production process. 2D generally is story boards scanned in and put together using a non-linear editor like Final Cut Express. A 3D animatic is a blocked out animation using stand-in models to help plan shots in addition to basic editing.
Anthropomorphize
to make an otherwise inanimate object more human.
Attributes
In Maya, attributes are the collection of properties or channels of an object or component that may or may not be keyframed.
Bump Map
using a texture to create the illusion of depth on a surface
Channels
in Maya, a channel holds a single property of an object or component.
Cluster
in Maya, a cluster is a handle that manipulates several CPs or vertices to help with animation.
CP
Control Point. A point in space that usually defines a NURBS curve.
Deformer
in Maya, a 3D tool that aides in the deformation of a surface. Similar to sculpting a surface in the real world.
Forward Kinematics (FK)
method of animation requiring the manual rotation of each joint in a chain to get a final position. Generally used for free swinging arms.
In-betweens
so named because they are the frames in-between the extremes. In digital animation, these are the frames between keyframes.
Inverse Kinematics (IK)
method of animation that calculates the rotation of intermediate joints in a chain by using the end point as a goal. Generally used for legs in walk cycles.
Key Poses
the minimal poses determined by the animator for a character’s action to read well
Joints
special control points that affect regions of a surface to ease animation of complex surfaces.
Normal
the right-angle vector off the tangent of a given surface. Useful for textures and dynamic effects.
NURBS
Non-Uniform Rational B-Spline. Type of geometry in animation programs that utilize mathematical curves to describe an object. Typically are similar to vector graphics in 2D art programs in that the resolution can be infinite as opposed to the finite resolution polygons.
Pose to Pose
method of animation in which the animator plans or blocks out the key poses, then the extremes, then the in-betweens.
Ray Trace
a rendering technique that calculates a realistic image using rays emitted from light sources. Extremely heavy on render time especially if there are reflections, transparencies, and/or refractions.
Rigging
the process of creating extra controls to aid in the animated movement of a character
Rotoscope
a type of animation that uses real world reference footage to help with the of life. Also refers to animating over real footage (like drawing directly on the film).
Skin
a surface that has a control structure attached to it.
Snap
Sometimes referred to as a principle, snap is related to Timing and Motion as well as Slow-In and Slow-Out. An animation that has snap is an animation that effectively uses the principles.
Star Fish Arrangement
refers to common character set-up. A head, two arms and two legs.
Straight Ahead
method of animation in which the animator directly animates consecutive frames.
Tessellation
surfaces are transformed to triangles so the 3D display card can display them on your screen. High tessellation means that there are more triangles calculated to determine the shape of your object and is therefore smoother. Lower tessellation appears chunkier.
Vertex
a point in space that directly defines a surface

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