POLISHING / REFINE The final process for an animator is to polish AND REFINE the shot: cleaning the tangents, checking arcs, compenetrations, smoothness and fluidity of the movements…pushing the quality of the final result!
- BALANCE
- CONSTRAINT
- ACTING
- DYNAMIC SIMULATION
- ASYMMETRY
- FOCAL LENGTH
- BREAKDOWN
- PASSING POSITION
- GIMBAL LOCK
- GREEN SCREEN / CHROMA KEY
- IDLE
- LOCATOR
- STAGGER
- BACKGROUND
- SILHOUETTE
- REFERENCE
- CHANNEL BOX
- RETAKE
- POSE TO POSE
- POLISHING / REFINE
RETAKE is a correction request from the animation supervisor or the director on your animation shot
ACTING a piece of animation where the character performs a dialogue or expresses feelings through the body language
BREAKDOWN an important pose between two key poses that helps to define the timing, the spacing, the path of action…how the character reaches the following pose
SILHOUETTE a dark shadow that shows just the black flat image of the character and it’s used in animation to check the readability of a pose
GIMBAL LOCK an issues that can occur in your animation when a rotation axis is placed over another causing a wrong rotation effect
GREEN SCREEN or CHROMA KEY is a technique used to isolate an image from the background using a color key
DYNAMIC SIMULATION simulation of a movement created by the software based on physic rules! Often used for hairs, cloths or other body parts and inanimate elements
CONSTRAINT a subordinate connection between two objects or parts of the body, the target object drags and leads the constrained object in all the axes or just the ones we select
PASSING POSITION in a walk or run animation are the poses where one leg passes the other one moving forward
Third group of 20 COMMON ANIMATION TERMS! Another new series a quick introduction to the most used animation terms you’ll hear in production…so…if you’re new to this world… don’t get caught unprepared!😛
POSE TO POSE is another animation approach that differs from straight ahead by the the tangents in stepped mode, the low numbers of key poses and breakdowns
and the random time order
FOCAL LENGTH is the angle view of the camera, by changing the camera focus we can manage the size of the elements in the shot, that will result smaller or larger in the frame, and the perspective deformations!
IDLE Mostly used in games, is a cycle where a character just stands and breathes!
We can use any type of pose we need (a neutral pose or an action pose)
and is conceived to be shown as an infinite loop!
BACKGROUND – the elements in the frame that appear furthest to the camera
-ANIMATION TERMS-
This is all for this 20 Animation Terms and I invite you to write me in the comments if you have some Terms to suggest so that I can increase my list! Subscribe to the channel if you like and support my project of free Animation Lessons and Tutorials by leaving a LIKE and SHARE my videos! see you for the next one!
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STAGGER Is a motion added to give the idea of shaking, vibrating or trembling.
A character trembling for cold or fear or the little movements
up and down of shoulders , chest and head during a laugh!
ASYMMETRY to make your poses and expressions more appealing… use asymmetries to enhance and make them more convincingly
REFERENCE is the use of live action video shooting that helps us to study the body mechanics and acting ideas, timing, poses and to find inspiration for our shot!
CHANNEL BOX in the 3D software is a panel that you can find in the right screen where you can manage and animate the rig’s attributes values
LOCATOR we can create locators in the software to control other objects by parenting them to the locator that will be use as a remote control
BALANCE never forget to check the distribution of the weight in your poses to don’t lose credibility in your animation