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.
No matching terms. Try a different word.
Your next big idea starts here.
Let’s make
things Move.
Have a brief, an idea or a project you’d like to discuss? Send us a message or give us a call to get the ball rolling!
hello@moveanimation.com +44 (0)1273 916 995