Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
24 views4 pages

CH 19 Animation Keywords (Notes)

The document provides definitions and explanations of various animation concepts, including techniques like frame rate, tweening, stop motion, and CGI. It describes the roles of key frames, layers, and variables in animation creation, as well as the differences between 2D and 3D graphics. Additionally, it covers tools and methods used in animation such as masks, libraries, and motion guides.

Uploaded by

amaan.dhanani01
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
24 views4 pages

CH 19 Animation Keywords (Notes)

The document provides definitions and explanations of various animation concepts, including techniques like frame rate, tweening, stop motion, and CGI. It describes the roles of key frames, layers, and variables in animation creation, as well as the differences between 2D and 3D graphics. Additionally, it covers tools and methods used in animation such as masks, libraries, and motion guides.

Uploaded by

amaan.dhanani01
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
You are on page 1/ 4

Keyword Basic Meaning

Process of creating an illusion of movement. Series of


Animation images played to simulate movement.
Frame Individual drawing or image in an animation.

Speed of playback of frames. Usually number of frames per


Frame rate second (fps).

Computer generates intermediate frames between start and


Inbetweening ('Tweening') end points.

Objects moved slightly between photographs to create


animation. Photographs of objects in different positions
Stop motion animation shown rapidly.

A location on a timeline marking a change. Identifies a


Key frame change in an image.

Individual drawings drawn on separate pages. Played


Cel animation quickly to appear as animation.
An image or combination of images manipulated as one
Object item.

Camera set up to automatically take photos at intervals.


Time lapse Photos shown in sequence to create animation.

CGI (Computer Generated ImageryImages created using a computer. Can be 2D or 3D.

2D (two-dimensional) Images drawn on x and y axis without depth.

One element that has a name. Can perform inbetweening


Symbol techniques.

Morphing One image changes into another.

Library Place that stores images/objects/symbols.


Tracing bitmap Converting a bitmap image into a vector graphic.
An object or image given its own timeline for independent
Layer manipulation.

Timeline Place controlling order of layers and positions.

Deals with object movement. Computer fills in gaps in


Motion tween movement.

Property keyframes Allows cutting out keyframes in a tween.


A line you can draw objects along. Lines that guide
Path (or Motion guide) movement.
A hinge on a wire-model object. Allows manipulation of
Avar parts.

Something that can change in animation. Have different


Animation variables forms.

Primary variable Foremost graphic elements.

Secondary variable Graphic elements in the background.

Mask Hides parts of an animation.

Stage/frame/canvas Area where animation is created.

Graphics stored as points coordinates and equations. Can


Vector graphics be imported/created.

Bitmap images Images made of pixels. Can be imported.

3D (three-dimensional) Refers to images with depth created by computer.


```
Brief Definition (3 marks)
The process of taking individual drawings or digital elements or
series of images played back in sequence to create an illusion of
movement.
One individual drawing or image which is part of an animation.
The speed at which the series of frames in an animation are played
back to create the illusion of movement. It is usually expressed as
the number of frames in a second fps.
Also called Tweening. An animation where the computer generates
the actual images or fills in the gaps between the start and end
points to make the animation change.
An animation method where objects or other physical materials are
used. Photographs are taken of the objects which are moved slightly
between each photograph. These photographs are then shown
rapidly to create the animation.

A location on a timeline which marks a change in the animation. For


example a drawing has changed or the start or end of a tween.
Also called cell animation. Individual images are drawn on separate
pages often drawn by hand. The images are then photographed and
viewed quickly as animation.
An image or a combination of images that is manipulated as one
item.

A form of photography where a camera is set up and automatically


takes a photograph at set-time intervals. The photographs are then
shown in sequence to create an animation of what has happened.
Stands for Computer Generated Imagery. Refers to any images
whether still or moving that are created using a computer.
Two-dimensional imagery is drawn on the x and y axis without any
depth.
A component for example an image of an animation that has a
name and is put in the library. Multiple copies of the object can be
managed.
An inbetweening or tweening technique where one image changes
into another image over time.
A library is a place that stores a list of images and objects or
symbols in an animation.
A way of converting a bitmap image into a vector graphic.
An object or image which has its own timeline enabling you to
manipulate each part independently from the rest of the image.
The place that controls the order the frames are run the positioning
of the layers and so on.

An animation created with inbetweening where a motion only deals


with the movement of an object. For example moving from one place
to another. The computer fills in the gaps in movement.
Property keyframes allow you to manually cut out the keyframes in a
tween.
Guides that you can draw on the stage to help you position objects
or draw the path for a symbol to follow.
Avar refers to a hinge on a wire-model object used in 3D animations.
By using these avars the position of that part of the animated object
can be manipulated.
A variable is something that can change in an animation. Variables
can be items that you change as the animator such as position or
colour.
Primary variables are the foremost graphic elements of the
animation that is the graphic components.
Secondary variables are the graphic elements in the background of
the animation for example moving water or trees.
A mask can be applied to hide parts of an animation for example
displaying text over a background.
Refers to the area where the animation is created. You can
configure its colour size and aspect ratio.
Vector graphics are stored as points that is the position colour and
so on or the image is created using equations. They are usually
cartoons which are created by a computer.
Images made up of pixels. Cannot be animated directly and may
pixelate when enlarged.

Three-dimensional imagery is created using a computer with depth.

You might also like