Software Flashcards

1
Q

Auto Tangent

A

Curve editor mode in which curves are smoothed and overshoots eliminated.

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2
Q

Constraint

A

Lock position and rotation of an object on another to link it. For example, a hand on a door.

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3
Q

Contact

A

Contact between an object or body part to another. Take care about the “landings” or when the contact is created and “takes off” moments in which the object leaves the contact.

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4
Q

FK

A

O Forward Kinematic, Technique used by the computer to calculate the position of the parts of a structure according to their joints.

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5
Q

Frame

A

Image in a succession of images.

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6
Q

Ghosting

A

Also known as “onion-skinning”, is a display mode which displays a transparent series of images of an animated objects in the current frame. This allow you to easily visualize the movement of an object that can help you improve your timing and fluidity.

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7
Q

Gimbal Lock

A

Lock of the tridimensional rotation system by overlapping two rotation axes.

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8
Q

GUI

A

The Graphical User Interface, also known as GUI (its acronyme) is a computer program that acts as an user interface, using a set of images and graphic objects to represent the information and actions available on the interface. Its main use, is to provide a simple visual environment to allow communication with the operating system of the computer.

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9
Q

IK

A

Or Inverse Kinematic is the technique to determinate the movement of a chain of joints to maintain the final joint located in a specific position.

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10
Q

Interpolation

A

The way in which a computer calculates the path between 2 points. There may be different types of interpolations, like linear, spline, stepped.

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11
Q

Layer

A

Animation or visibility layer.

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12
Q

Linear Mode

A

Curve editor mode in which the interpolation between the key are linear.

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13
Q

Motion Path

A

see Path of action.

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14
Q

Offset

A

Offset of a movement.

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15
Q

Picker

A

See Sinoptic.

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16
Q

Pole vector

A

Position controler of the knees or elbows.

17
Q

Pose to pose

A

Animation method in which the movements are broken down into a structured series key poses.

18
Q

Preset

A

User preferences about a software.

19
Q

Rig

A

Skeleton of a character or object with their drivers.

20
Q

Rotoscopy

A

Technique that involves replacing the frames of an actual filming sequence by drawings “traced” on each frame.

21
Q

Sinoptic

A

Or Picker is the graphical interface to control and select the character.

22
Q

Spline Mode

A

Curve editor mode defined by its type of tangents creating a smooth interpolation.

23
Q

Step Mode

A

Curve editor mode in which you jump from one key to another without any interpolation.

24
Q

Straight ahead

A

Animation method in which you create a continuous action, step by step.

25
Q

Tangent

A

Control points to adjust the interpolation between two keys.

26
Q

Timeline

A

Timeline in frame in which the keys are drawned.

27
Q

Trajectory

A

Path of the successive positions through which passes a moving body.