Common Terminology For 3D Animation: Keyframe Timeline
Common Terminology For 3D Animation: Keyframe Timeline
Common Terminology For 3D Animation: Keyframe Timeline
Jumping into animation presents its own language that can leave you scratching your head at
times if youre not quite sure what the terms mean. Use this list of the most used animation
terminology to help you while learning and to start creating your own animations.
Keyframe
Timeline
Keyframe
Timeline
Keyframe
24 FPS
Frame rate
The frame rate is the amount of frames per second. Its important to find out what frame
rate your animation needs to be on before starting any animation, so you can be sure your
animation will be timed right. For example, in film the frame rate is 24 frames per second,
meaning 24 different images are displayed over the course of 1 second. As one of the more
common frame rates, 24 frames per second is a great frame rate to default to if youre not
sure what frame rate your project needs.
ANIMATION TERMS
12 F = .5 S
Poses
A pose in animation
represents how the
character is positioned. You
can think of a pose the same
way a statue is posed. Except
in animation there are
many poses that make up
the animation. If you were
to freeze an animation at
any point in time, whatever
position that character is in
could be considered a pose.
S Shape
Backwards C Shape
Line of Action
The line of action is an invisible line that can be drawn along a characters pose. Typically
there will be a few main lines for a pose, a C shape, a backwards C shape, and an
S shape. When posing out your character youll want to ensure you have a strong line
of action that typically resembles one of these shapes to help you establish a dynamic
pose. An unappealing line of action would be a simple straight line that flows from your
characters head to their feet.
ANIMATION TERMS
C Shape
Breakdown
Blocking is an animation
technique where the most
important story telling
poses are created to
establish the placement of
character or object and how
they will move in the scene.
This technique is used very
early on in the animation
process and helps tell the
story of the animation.
Blocking is often the first
step in pose-to-pose
animation.
Inbetweens
Not to be confused with a
breakdown. An inbetween
basically fills in what is
happening between the
breakdowns for pose A
and pose B. In computer
animation often times
the inbetweens will be
created by the computer.
In traditional 2D animation
there were often times
assistants to the animators
called inbetweeners that did
this fill in work.
ANIMATION TERMS
Blocking
Moving Holds
Polish Pass
The polish pass refers to the very last step in an animation. This is the point when an animator
will add in the very small finishing touches to the work. Things like eye movements, finger
adjustments, tracking arcs, etc. are all usually animated in the polish pass after all of the main
movements have been finalized.
ANIMATION TERMS
Twinning
Gimbal Lock
In computer animation gimbal lock is the loss of one degree of rotation in a joint. In computer
animation this means that there has been a significant amount of rotation that has passed the
180 degree mark, and the computer doesnt understand which direction you want to rotate. This
will look like a very fast rotation hiccup when your animation is played back. To avoid gimbal lock
make sure you choose a rotation order that would be suitable for your animation. The rotation
order allows you to reevaluate how each axis reacts as an object is rotated. Certain applications
also include tools that reinterpret rotation values that cause gimbal lock in order to help iron out
discontinuities in animated-rotation data sets.
ANIMATION TERMS
Breaking Joints