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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.
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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'.
Animātiō
A Latin term meaning 'giving life'.
2D Animation
Animation using flat images, either created manually (traditional) on paper/slides or digitally using a computer.
3D Animation
Animation that utilizes three-dimensional models and environments.
Stop-motion Animation
Animation created by photographing physical objects one frame at a time.
Storyboard (Kadruotė)
A visual retelling of the script using sketches to plan actions, characters, and environments.
Keyframes (Raktiniai kadrai)
Frames that establish the most important changes in an animated object's position, size, or other properties.
In-betweens (Tarpiniai kadrai)
Frames that fill the gaps between keyframes to create smooth and steady motion; can often be generated automatically.
Motion capture (Judesio sekimas)
Technology that records the movements of real objects or actors and transfers them into an animated environment.
Motion pathing (Judėjimo takas)
A technique where a specific path is set for an animated object to control its trajectory, speed, and acceleration.
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.
Lip sync (Lūpų sinchronizavimas)
The technique of ensuring an animated character's lip movements exactly match the spoken words.
Deformation (Deformacija)
The process where an object changes its shape or structure during animation to ensure realistic movement.
Rule of Thirds
A framing principle that divides the frame into equal segments to create a balanced, dynamic, and engaging visual composition.
Perspective (Perspektyva)
A method in art to represent three-dimensional objects on a two-dimensional surface to make them appear realistic according to distance.
One-point perspective
A perspective type where all parallel edges converge at a single point, often used for straight-on views.
Two-point perspective
A perspective type where parallel edges converge at two points, used for angular views.
Three-point perspective
A perspective type where parallel edges converge at three points, used when looking from high above or low below.
Animation Montage
The process of joining various segments of animation frames to create a coherent and convincing visual story.
Follow through (Liekamas veiksmas)
The continuity of movement after an action has ended, such as clothes continuing to move after a character stops running.
Anticipation (Pasirengimas veiksmui)
A movement that prepares the viewer for a subsequent, more important action, such as a character leaning back before a jump.
Walking (Ėjimas)
A technique depicting walking movement by synchronizing body motion, footsteps, and weight shifts.
Animation Exporting
The process of converting an animation project into specific file formats like AVI, MP4, or GIF for use on different platforms.
The Illusion of Life: Disney Animation
The book by O. Johnston and F. Thomas that formulated the 12 basic principles of animation.
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.
Staging (Pastatymas/režisūra)
The clear and understandable presentation of an idea or action.
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.
Overlapping action
The principle that different parts of a character's body move at different speeds.
Slow In and Slow Out
The principle where a movement starts and ends slowly but accelerates in the middle.
Arcs (Lankas)
The principle that most living creatures move in curved paths rather than straight lines.
Secondary action
Additional actions that support and enhance the main action.
Timing (Laikas)
The number of frames required to complete a specific action.
Exaggeration (Perdėtas vaizdavimas)
Overstating actions or expressions to create a more dramatic effect.
Solid Drawing
The understanding of three-dimensional space and volume in drawing.
Appeal (Patrauklumas)
The visual attraction or charisma of a character or object to the viewer.
Frame (Kadras)
A single static image in an animation sequence.
Frame rate (Kadrų dažnis)
The number of frames displayed per second, typically measured in fps.