20 terms

The basics of animation

The basics terms and principles of animation for Mr. Needles Media Arts class
STUDY
PLAY

Terms in this set (...)

Animatic
A moving storyboard that shows an approximation of what the work will look like.
Animation Cells
Plastic (or paper) sheets that animation is drawn and colored on.
Computer Generated Images (C.G.I.)
The industry term for digital animation
Dailies
The reel of what was filmed each day when creating a movie or tv show which can be reviewed at the end of each day.
Extremes
The most important 'key frames' in an animation.
Foley
Sound engineered for film and animation to add color or replace/enhance recorded sound.
Frames per second (F.P.S.)
The term for how many images are in a second of film (the standard is 24) and more means slow motion and less means fast motion (or under-cranking).
In-betweens
The animated frames 'in-between' the key frames or extremes which flush out the illusion of motion.
Pencil tests
The first step in animating something in order to see if it works- a short animation using pencil and 2-9 cells.
Persistence of vision
The optical illusion that allows film to work based on the human brain retaining an image for a fraction of a second after it's seen.
Stop-motion
is a type of animation made by taking photos of any objects, moving the objects slightly between each shot.
Storyboards
The script drawn out in a comic book like frame by frame manner which is uses to understand what the animation will look like.
Table read
When the actors and directors of a film sit together and read the animated script together getting a sense of what will happen and allowing for editing.
The Twelve Basic Principles of Animation
Rules for animaion created by Disney's team of Frank and Ollie including concepts such as 'squash and stretch' and 'slow in and slow out'.
Pose to Pose
Starting an animation with drawing a few key frames, and then filling in the intervals later.
Straight Ahead Action
Drawing out an animation scene frame by frame from beginning to end.
Solid drawing
Taking into account forms in three-dimensional space, or giving them volume and weight in animation.
Squash and stretch
The principle that objects in motion retain overall volume but tend to change shape in an extent that depends on inertia and elasticity of the different parts of the moving object.
Staging
The presentation of any idea in animation so that it is completely and unmistakably clear.
Overlapping Action
The tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on).