07 - Terms and Definitions

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Terms and Definitions

This is a dictionary with all the terms and definitions from the wold of animation
filmmaking for you to refer to at any time. Feel free to skip this section and
come back to it during your learning when you encounter a term you’re
unfamiliar with.

2D Animation
The creation of moving pictures in a two-dimensional environment, such as
through “traditional” cel animation or computerized animation software.

3D Animation
The creation of moving pictures in a three-dimensional digital environment.
This is done by sequencing consecutive images, or “frames,” that simulate
motion by each image showing the next in a gradual progression of steps,
filmed by a virtual “camera” and then output to video by a rendering engine.

Animation
A way of making a movie by using a series of drawings, computer graphics, or
photographs of objects (such as puppets or models) that are slightly different
from one another and that when viewed quickly one after another create the
illusion of movement

Animatic
Simply put, an animatic is an animated storyboard. Boards are brought
together in an editing program and are cut with the correct timing and pace of
the film. They include basic sound effects, dialogue recordings and temporary
music.

Aspect Ratio / Resolution


Aspect ratio refers to the ratio between the width and length of the screen,
while resolution refers to the amount of pixels squeezed into the screen. For
example, HD aspect ratio is 16:9, but that could be HD720 or HD1080. Each
have a different pixel amount but the same screen ratio.

Blocking
The next step after posing and before splining (or finessing the animation).
Blocking is posing all the in-betweens for the shot until achieving a legible
piece of animation, however blocked and choppy. After getting approval on the
action in the blocking, the animator moves on to the next step.

Boom
A long pole device that carries either a microphone or a camera to create a
“boom shot,” which is a shot that travels from the ground going high up or the
other way around.

Cel Animation

In the old days of animation, cels were commonly used in production as a


transparent surface to draw on, and then to be placed on another cel (like a
character being placed on a background) to create the final look of the shot.

CGI
Stands for Computer Generated Imagery, it is the use of computers to create
images, art, designs and animation for all uses.

Claymation
A way of describing a stop motion based on clay characters (watch some
Aardman films to understand better).

Color Matching

The process of changing the colors of each shot to match one another. It starts
with picking one shot as a guide and then going through all the rest of the
shots within the same scene and matching their colors to it.
Compositing
The complex process of bringing in different render layers from the animation
software  (layers such as background, characters, shadows, lights, reflections
etc…) and putting them on top of each other or combining them together to
create the desired look, effect and feel of each shot.

Concept Art
Initial drawings, sculptures, designs and any form of art that was created to be
used as a visual guideline for the look and feel of the movie.

Demo Reel / Show Reel


An edited video of the artist’s best work. This is the most important piece for
getting work in the animation industry. See the full section on demo reel
guidelines for more in depth information.

Depth of Field

Also known as focal length, refers to the distance between the nearest and
farthest objects from the camera that are in focus.

Dolly

A piece of equipment that allows the camera to move smoothly on the ground
to create a seamless motion.

Editing
Putting the different shots together in a compelling way to best convey the
sequences, scenes and the overall film, bringing it together with the music and
sound design to create the final movie.

FK/IK

Two different rigging techniques usually implemented in arms, legs and spines.
FK (Forward Kinematics) is animating through the hierarchy of the object.
Using the arm as an example, an animator would start by rotating the shoulder,
which will move the entire arm with it, then the elbow which will control the
forearm, and then the actual hand.

In IK (Inverse Kinematics) however, we use the hand to control the whole arm,
which feels a bit more natural, as if you were holding a puppet’s hand and
moving it around.

FPS / Frame Rate

How many frames are played per second. Animation is usually done in 24 fps.

In Between

The drawings or poses that connect the keyframes to complete the movement.

Keyframe

An animation key frame is a single still image in an animated sequence that


occurs at an important point in that sequence. In the traditional work process,
an animator would create those keyframes (either by drawing them if they’re
doing it in 2D or by posing the character if they’re doing it in 3D) and then
slowly add transition poses and in-betweens to complete the animation.

Layout

Refers to the background/environment of a shot and placement of characters


within it.

Light Table

The desk used by traditional 2D animators. It contains a large light panel on


which animation paper is placed. That allows the animator to see previous
drawings from pages under the current page.

Lip Sync
The process of animating the mouth of a character to match the dialogue.

Modeling
The process of building the model of the character/prop/environment in the 3D
software, to later be rigged and animated.

Model Sheet

A model sheet, also known as a character board, character sheet or character


study, is a document used to help standardize the appearance, poses, and
gestures of an animated character.

Motion Capture
the process or technique of recording patterns of movement digitally, especially
the recording of an actor’s movements for the purpose of animating a digital
character. This is mostly used in video games and live action films, and less in
animated features.

Moving Hold

An animation term that refers to animating a character standing still without


any distinct motion, yet making it seem alive.

Onion Skin
Viewing past drawings while animating the current frame. A light table enabled
this in the old days, but even in today’s software there’s an onion skin option
that enables the animator to view previous drawings with less transparency,
which makes the animation process easier and more accurate.

Pan
The rotation of a camera on its horizontal axis (left or right) in order to keep a
character or object in view.

Passing Pose

Refers to the pose of a walk cycle in which the leg is in its transition and the
weight of the character is in between shifting.

Pencil Test
A 2D animation term, which refers to the process of creating an animation
sequence purely with pencil and paper to test a character’s behavior or the
flow of a shot. It could turn into the final animation or could be used as purely a
test.

Pipeline

The technical order and manner of which 3D tasks are done. Studios have
their own specific pipelines they stick to, making sure the process goes as
smoothly as possible.

For example – first, the models are made, then they are sent to the rigging
department. After the rigging is done the animators start working and so forth.
Pipeline also refers to the specific software and render engines the studio
uses. A new employee is usually trained to work within the guidelines of the
studio pipeline upon recruitment.

Pose

The pose of the character. ‘Posing’ the character refers to the process of
establishing the main poses for the shot before diving deep into finishing the
animation. This way, the client or director can approve the action of the shot
without having the animator spend many hours finessing the shot.

Pose to Pose
This is the opposite of straight ahead animation. This is the process of first
drawing the keyframe and then drawing the frames in betweens those
keyframes.

Pre-Visualization (Previz)

Pre-visualization is the process of making a stripped down version of your film


before actually making it. Usually made within the 3D program, a previz is
animated very basically, just enough to get the story across.

Rendering
The process of taking every frame in the shot, applying all the render settings
and producing one finished singular image at a time, to then be used as an
image sequence.

Rig

The final file with the character and the different controls that move it, ready for
animation.

Rigging

The process of taking a 3D model and building a digital skeleton for it to then
be manipulated by the animator.

Scene

A film term that refers to a part of a movie, play or a show that takes place in
one place and time.

Script / Screenplay
The written form of a movie that also includes instructions on how it is to be
acted and filmed. Any dialogue or action is described in the script to later turn
into storyboards, animatic and previz.

Shot

A take, in part or in its entirety, that is used in the final edited version of the
film.

Sound Design

Unlike score or music, sound design deals with layering the actual sound bits
across your film and editing them together (mixing). That includes the sound
effects, foley, dialogue, ambiance and the actual music.

Spline
Splining is the process of interpolating the motion between the keyframes in a
smooth manner.

Stepped
Step mode refers to not having any computer interpolation in the animation
between the keyframes. An animator would work in stepped mode when they
are at the posing stage of their work.

Stop Motion

An old animation technique of taking a still photo of the object and then moving
it a little bit before taking the next photo. Then, when played back, the viewers
get the illusion that the object is moving. This can be done with different
objects such as clay puppets, wooden puppets, paper cutouts and more.

Storyboard

A storyboard is a series of drawings meant for pre-visualizing the movie. It is


an essential tool for the director so he could get a sense of the way the movie
is going to look and feel.

The Storyboard saves time on set. Since the camera angles were determined
beforehand, the DP (director of photography) knows exactly what is expected
of him during the shoot.

Straight Ahead Animation

The process of animating without planning the main keyframes in advanced.


The animator draws one frame after another in sort of an improvisational way
to create a more spontaneous action.

Texturing

The process of creating the digital textures for the models, character,
environments and props.

Tilt
The rotation of a camera on its vertical axis (up or down).

Timeline

The section of the editing or animation software that shows the progression of
time by seconds or frames, to which we edit or animate the film.

Video Reference

A video shot by the animator before animating a shot to be used as a


reference for making the animation process easier and more accurate.

Working on Ones/Twos

Working on ones means that there’s a new drawing in each frame of the 24
frames/second. Working on twos means there’s a new drawing every other
frame, which means a single drawing lasts for 2 frames.

There’s also cases where the animation is done on threes, fours and up, when
the character barely moves. That’s common in Japanese animation or stop
motion.

Zoom
Changing the focal length of the lens in order to make the character appear
closer or more distant.

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