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