Animation resources

The animation dictionary.

From animatics to walk cycles, animation and filmmaking terminology explained by Move.

A little clarity. A lot of craft.

Whether you’re planning a project or exploring how animation is made, our dictionary explains the language you might hear along the way.

0–9

12 principles of animation

A classic set of guidelines for convincing movement and performance: squash and stretch, anticipation, staging, straight ahead and pose to pose, follow through and overlapping action, slow in and slow out, arcs, secondary action, timing, exaggeration, solid drawing and appeal.

180-degree rule

A filmmaking convention that keeps the camera on one side of an imaginary line between subjects, helping screen direction remain consistent.

24 FPS

Twenty-four frames per second, a common cinema frame rate. A film at 24 FPS can hold the same drawing across several frames; it does not always need 24 different drawings each second.

2D animation

Animation created in a two-dimensional visual space. It can use drawings, digital rigs, cut-out artwork or a mixture of techniques.

Explore our 2d animation work
360-degree video

Video captured or rendered in every direction around a viewpoint, allowing viewers to choose where to look.

3D animation

Animation using three-dimensional digital models, with movement, cameras, lighting and materials arranged in a virtual scene.

Explore our 3d animation work
4D animation

A context-dependent label, often used for 3D visuals shown with physical effects such as moving seats. It is not a single standard animation technique.

A

ADR

Automated dialogue replacement: recording dialogue after filming to replace or improve the original sound.

Alpha channel

Image information that controls transparency, allowing a foreground element to be combined with a background.

Animatic

A timed sequence of storyboard images, often with temporary dialogue, music and sound, used to test a film before full animation.

Animation

Creating the impression of movement by displaying a sequence of changing images or poses over time.

Animation on ones and twos

On ones, a new drawing or pose appears every frame; on twos, each is held for two frames. Animators can mix these timings for different effects.

Anime

A term commonly used outside Japan for Japanese animation, encompassing many genres and visual styles.

Anticipation

An action that prepares the audience for what follows, such as a character crouching before a jump.

Appeal

The clarity and interest of a character or design. Appeal can apply to villains and unusual characters as well as likeable ones.

Arcs

Curved paths of movement that can make an action feel natural and fluid.

Aspect ratio

The relationship between an image’s width and height, such as 16:9 or 1:1.

Augmented reality (AR)

Digital content placed into a view of the real world, often through a phone camera.

Explore our augmented reality (ar) work

B

B-roll

Supporting footage used alongside the main action or interview to provide context and visual variety.

Backlighting

Lighting a subject from behind to separate its outline from the background or create a silhouette.

Bitmap (raster image)

An image made from a grid of pixels. Enlarging it beyond its resolution can reveal softness or pixelation.

Bitrate

The amount of data used per second of encoded video or audio. It influences file size and can affect quality.

Blend shape

An alternative mesh shape blended with the original, often used for facial expressions and lip sync.

Blocking

Planning the main poses, actions and timing of an animated scene before refining the movement.

Bouncing ball

A classic animation exercise for practising timing, spacing, weight and squash and stretch.

Breakdown

A pose between key poses that defines how the movement travels from one to the next.

C

Cel

A transparent sheet traditionally used to hold painted animation artwork over a background.

Cel animation

Traditional animation using drawings transferred onto transparent cels and photographed in sequence.

Cel shading

A rendering style that gives 3D objects flatter colours and defined shading, often resembling drawn animation.

CGI (computer-generated imagery)

Images created with computer graphics, including 2D and 3D imagery for animation, visual effects and still artwork.

Character animation

Giving a character movement and performance that communicates personality, intention and emotion.

Character design

Developing a character’s appearance, proportions, expressions and visual identity.

Explore our character design work
Claymation

Stop-motion animation made with clay or similar malleable materials.

Clean-up

Refining rough animation drawings into consistent finished lines ready for colour or further production.

Close-up

A shot that frames a subject tightly, often a face or important detail.

Codec

A method or software system for encoding and decoding video or audio, such as H.264.

Colour correction

Adjusting footage to balance exposure and colour and make shots consistent.

Colour grading

Shaping the colour and contrast of a film to create a particular look or mood.

Compositing

Combining separate visual elements into a finished image, such as rendered characters, backgrounds and effects.

Computer animation

Animation created using computer tools, including digital 2D and 3D techniques.

Concept art

Exploratory artwork used to develop the look of characters, environments and other visual elements.

Explore our concept art work
Continuity

Consistency of action, appearance, positions and details between shots.

Cut

An immediate transition from one shot to another.

Cut-out animation

Animation made by moving separate flat pieces of artwork, physically or digitally.

Cycles

Repeated sequences of movement, such as walking or running. Also called animation loops.

D

Dailies (rushes)

Footage or work in progress viewed by the production team for review and feedback.

Deformation

Changing the shape of a model or drawing, for example when a rig bends an arm.

Depth of field

The range of distances that appear acceptably sharp in an image.

Dissolve

A transition where one image fades out while another fades in.

Dolly

A camera-support platform used to move the camera smoothly; also a camera movement towards or away from a subject.

Dolly zoom

Moving the camera while adjusting lens zoom in the opposite direction, keeping a subject similarly sized while the background perspective changes.

Dope sheet (exposure sheet / X-sheet)

A timing record used to organise animation drawings, actions, dialogue and exposure across frames.

Dubbing

Replacing or adding recorded dialogue, often in another language.

E

Ease in and ease out (slow in and slow out)

Gradually increasing or decreasing the speed of movement rather than starting or stopping abruptly.

Editing (non-linear editing)

Selecting and arranging shots and sound into a sequence. Digital non-linear editing allows material to be rearranged without altering the original files.

Establishing shot

A shot that introduces the location or wider context of a scene.

Exaggeration

Pushing a pose, expression or action beyond realism to communicate it more clearly.

Expression

In animation software, a formula or small piece of code that controls a property automatically.

Eyeline match

An edit that connects a character looking off-screen with a shot of what they appear to see.

F

Fill light

Light used to soften shadows created by the main light.

Flash animation

A historical name for animation made with Adobe Flash, whose animation authoring tools evolved into Adobe Animate.

Foley

Sound effects performed and recorded to match actions on screen, such as footsteps or clothing movement.

Follow through

Movement that continues after the main action stops, such as hair settling after a turn.

Forward kinematics (FK)

Posing a joint chain by rotating its joints individually, working through the hierarchy.

Frame

One image in a film or animation sequence.

Frame rate (FPS)

The number of frames displayed each second. It affects the timing and appearance of movement.

Frame-by-frame animation

Animation created by setting or drawing successive frames individually.

FX animation

Animation of effects such as fire, water, smoke, sparks or magic.

H

Hair dynamics

Simulating how hair moves in response to motion, forces and collisions.

High-key lighting

A lighting style with a bright overall appearance and relatively low contrast.

Hot set

A set whose arrangement must be preserved so filming can resume with continuity intact.

I

Inbetweening (tweening)

Creating intermediate drawings or poses between key poses. This may be done by an animator or calculated by software.

Inverse kinematics (IK / IK solver)

A system that calculates joint positions from a target, such as positioning a hand and letting the arm follow.

J

J-cut

An edit where the sound of the next shot begins before its picture appears.

Jump cut

A cut between similar views that makes time or movement appear to jump.

K

Key light

The main light shaping a subject in a scene.

Keyframe

A frame where a particular pose or property value is set, helping define an animation over time.

L

L-cut

An edit where a shot’s sound continues after the picture cuts to the next shot.

Layering

Organising artwork, sound or effects into separate layers for control and combination.

Layout

Planning the placement of characters, backgrounds and cameras within a shot.

Lip sync

Matching a character’s mouth movements to speech or singing.

Looping

Repeating a sequence, ideally with a smooth transition from its end back to its start.

Low-key lighting

A lighting style with strong shadows and contrast, often used for atmosphere or drama.

M

Match cut

A transition that connects shots through a similar shape, movement, composition or idea.

Match on action

Cutting between views of the same action so the movement continues smoothly across the edit.

Material

Settings that describe how a surface interacts with light, including properties such as colour, roughness and transparency.

Matte painting

Artwork used to create or extend environments, combined with other elements in a shot.

Medium shot

A framing that shows a subject at a middle distance, often roughly from the waist up for a person.

Mesh

A 3D surface built from connected vertices, edges and faces.

Model sheet (turnaround)

Reference drawings showing a character’s proportions and appearance from different angles.

Morphing

A transformation that changes one image or shape into another.

Motion blur

The blurred appearance of a moving subject during an exposure, captured by a camera or added in rendering.

Motion capture

Recording movement from a performer or object and using that data to drive digital animation.

Motion graphics

Graphic design animated over time, including moving typography, shapes and brand elements.

Explore our motion graphics work

N

Noise texture

A procedural pattern of variation that can be used to create surface detail, colour variation or other effects.

O

Off-model

A drawing or pose that departs from a character’s established design. This can be an inconsistency or a deliberate expressive choice.

Onion skinning (ghosting)

Displaying nearby animation frames as translucent guides while working on the current frame.

Overcranking

Recording at a higher frame rate than playback to create slow motion.

Overhead shot

A shot looking down on a scene from above.

Overlapping action

Different parts of a character or object moving and settling at different times.

P

Pan

Rotating a camera horizontally from a fixed position.

Parallax

The apparent difference in movement between nearer and more distant objects as the viewpoint changes.

Parallax scrolling

Moving layers at different speeds during scrolling to create an impression of depth.

Persistence of vision

A historical explanation involving brief visual retention. Perceived motion in animation also depends on how the visual system interprets successive images.

Pixel art

Artwork made with deliberately visible pixels, often using a restricted resolution or colour palette.

Pose to pose

Planning key poses first, then adding breakdowns and inbetweens.

Post-production

Work after the main production stage, including editing, compositing, sound and finishing.

Pre-production

Planning before production, including scripts, design, storyboards, budgets and animatics.

Previsualisation (previs)

A simplified visual version of a sequence used to explore cameras, action and timing before final production.

Primary action

The main action or idea an animated performance needs to communicate.

R

Rack focus

Changing focus during a shot to shift attention between subjects at different distances.

Real-time rendering

Generating images quickly enough to respond interactively, as in games and some virtual production systems.

Render pass (AOV)

A separate output from a render, such as shadows or reflections, used for control in compositing.

Rendering

Generating a finished image or sequence from scene data, lighting, materials and other settings.

Resolution

The pixel dimensions of an image or video, such as 1920 × 1080.

Rigging (character rigging)

Building controls and relationships that let animators pose and move a digital character or object.

Rotoscoping

Tracing or isolating elements from live-action footage. It can support animation or create masks for visual effects.

S

Scaling

Changing an object’s size, uniformly or along selected axes.

Scene

A part of a story occurring within a particular setting or situation, often made from several shots.

Script

The written plan for a film, including action, dialogue and other information needed to tell the story.

Secondary action

An additional action that supports the main performance without distracting from it.

Shader

A set of instructions that determines how a surface or other visual element is drawn or rendered.

Shot

A continuous view between edits, captured by a camera or created in animation.

Silhouette

The outline of a subject, used by animators to check whether a pose reads clearly.

Skinning

Connecting a model’s surface to a rig so it deforms as the joints move.

Solid drawing

Understanding form, weight, balance and volume so drawings feel convincing.

Sound design

Creating and shaping the sonic world of a film through sound effects, ambience and other audio elements.

Spacing

The distance a subject moves between successive frames. Together with timing, it determines the feel of movement.

Squash and stretch

Changing shape to express weight, flexibility or impact, often while maintaining an impression of consistent volume.

Staging

Presenting an action or idea clearly through composition, posing, lighting and timing.

Stop motion

Animation made by photographing physical objects, moving them slightly between frames.

Storyboard

A sequence of drawings that plans the shots and action of a film.

Explore our storyboard work
Straight ahead animation

Animating in sequence from the first frame onwards rather than planning all the main poses first.

Style frame

A finished-looking still that demonstrates the proposed visual style of a film.

T

Texture mapping

Applying image or procedural detail to a 3D surface.

Tilt

Rotating a camera vertically from a fixed position.

Time-lapse

Recording images at intervals and playing them faster to show slow changes in a shorter time.

Timeline

A software view that organises animation, clips or sound over time.

Timing

The duration of an action and when its key moments occur, shaping weight, rhythm and performance.

Topology

The arrangement of vertices, edges and faces in a mesh, affecting how it deforms and renders.

Tracking shot

A shot in which the camera moves through space, often following a subject.

Traditional animation

Animation based on successive drawings, historically on paper and cels and now also using digital drawing tools.

U

UV mapping

Laying out a 3D surface in two dimensions so textures can be placed on it.

V

Vector graphics

Artwork described by mathematical paths and shapes, which can be scaled without the pixelation of a bitmap.

Vertex

A point in a 3D mesh, connected to other points to form edges and faces.

VFX (visual effects)

Creating or modifying screen imagery beyond what was captured during filming, often combining live action and computer-generated elements.

Video

Moving-image content stored or transmitted electronically. A video file commonly contains encoded picture and sound within a container format.

Vignette

A gradual change, often darkening, towards the edges of an image.

Virtual reality (VR)

An immersive digital environment viewed through a headset, usually responding to the viewer’s movement.

Voice-over

Recorded speech heard over images, often narration or a voice that is not coming from a visible speaker.

Volumetric lighting

Light made visible as it travels through a medium such as fog, smoke or dust.

W

Walk cycle

A repeating sequence of poses that creates a continuous walking action.

Wide shot

A shot showing a subject with a substantial amount of the surrounding environment.

Wipe

A transition where one image replaces another across a moving boundary.

Wireframe

A display of a 3D model’s edges, used to inspect its structure.

X

XYZ axes

The three coordinate axes used to describe positions and movement in 3D space. Which axis represents up depends on the software or convention.

Y

Yaw, pitch and roll

Three rotations describing changes in orientation: turning left or right, tilting up or down, and banking.

Z

Z-depth

Information describing distance from the camera, often used in compositing for depth-related effects.

Zoom

Changing the camera lens’s focal length to alter framing without moving the camera’s position.

Zoom lens

A lens with a variable focal length, allowing the framing to change from wider to tighter views.

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