Basics of Digital Animation

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Comprehensive vocabulary flashcards covering the definitions, types, creative processes, and the 12 basic principles of animation based on the lecture notes.

Last updated 6:04 PM on 5/17/26
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37 Terms

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Animation

The process of creating moving images and the illusion of motion; derived from the Latin word 'anima' meaning 'soul' or 'breath'.

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Animātiō

A Latin term meaning 'giving life'.

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2D Animation

Animation using flat images, either created manually (traditional) on paper/slides or digitally using a computer.

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3D Animation

Animation that utilizes three-dimensional models and environments.

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Stop-motion Animation

Animation created by photographing physical objects one frame at a time.

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Storyboard (Kadruotė)

A visual retelling of the script using sketches to plan actions, characters, and environments.

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Keyframes (Raktiniai kadrai)

Frames that establish the most important changes in an animated object's position, size, or other properties.

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In-betweens (Tarpiniai kadrai)

Frames that fill the gaps between keyframes to create smooth and steady motion; can often be generated automatically.

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Motion capture (Judesio sekimas)

Technology that records the movements of real objects or actors and transfers them into an animated environment.

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Motion pathing (Judėjimo takas)

A technique where a specific path is set for an animated object to control its trajectory, speed, and acceleration.

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Onion skinning (Svogūnų odelių technika)

A method that allows an animator to see several previous and future frames of the animation at the same time.

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Lip sync (Lūpų sinchronizavimas)

The technique of ensuring an animated character's lip movements exactly match the spoken words.

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Deformation (Deformacija)

The process where an object changes its shape or structure during animation to ensure realistic movement.

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Rule of Thirds

A framing principle that divides the frame into equal segments to create a balanced, dynamic, and engaging visual composition.

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Perspective (Perspektyva)

A method in art to represent three-dimensional objects on a two-dimensional surface to make them appear realistic according to distance.

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One-point perspective

A perspective type where all parallel edges converge at a single point, often used for straight-on views.

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Two-point perspective

A perspective type where parallel edges converge at two points, used for angular views.

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Three-point perspective

A perspective type where parallel edges converge at three points, used when looking from high above or low below.

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Animation Montage

The process of joining various segments of animation frames to create a coherent and convincing visual story.

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Follow through (Liekamas veiksmas)

The continuity of movement after an action has ended, such as clothes continuing to move after a character stops running.

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Anticipation (Pasirengimas veiksmui)

A movement that prepares the viewer for a subsequent, more important action, such as a character leaning back before a jump.

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Walking (Ėjimas)

A technique depicting walking movement by synchronizing body motion, footsteps, and weight shifts.

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Animation Exporting

The process of converting an animation project into specific file formats like AVI, MP4, or GIF for use on different platforms.

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The Illusion of Life: Disney Animation

The book by O. Johnston and F. Thomas that formulated the 12 basic principles of animation.

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Squash and Stretch

A principle providing a sense of weight and flexibility; for example, a ball flattening when hitting the ground and stretching when bouncing.

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Staging (Pastatymas/režisūra)

The clear and understandable presentation of an idea or action.

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Straight Ahead Action and Pose-to-Pose

Two methods: animating frame-by-frame from start to finish, or setting main poses first and then creating in-betweens.

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Overlapping action

The principle that different parts of a character's body move at different speeds.

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Slow In and Slow Out

The principle where a movement starts and ends slowly but accelerates in the middle.

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Arcs (Lankas)

The principle that most living creatures move in curved paths rather than straight lines.

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Secondary action

Additional actions that support and enhance the main action.

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Timing (Laikas)

The number of frames required to complete a specific action.

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Exaggeration (Perdėtas vaizdavimas)

Overstating actions or expressions to create a more dramatic effect.

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Solid Drawing

The understanding of three-dimensional space and volume in drawing.

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Appeal (Patrauklumas)

The visual attraction or charisma of a character or object to the viewer.

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Frame (Kadras)

A single static image in an animation sequence.

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Frame rate (Kadrų dažnis)

The number of frames displayed per second, typically measured in fpsfps.