An Animation-Term and Keyword List For People Who Haven’t Studied Animation
I’ve decided it’s time to put my BFA in animation to use and share with you all about 40 terms I could get off the top of my head that I’ve seen confusion and misconceptions about.
If you know a term that was missed here, feel free to add a definition or ask for one!
Animation (in this context) -- The act of taking a series of images and putting them in a sequence next to each other which is then viewed in rapid succession, thus giving the images the illusion of movement.
Anime -- The Japanese word for “animation”. This term is often used to refer to the style of drawing in the west, but it literally ONLY means “animation”.
Animatic -- Unfinished visuals and audio cut together into a watchable video format. This is NOT another word for short animation. An animatic would use visuals from a storyboard rather than rough or finished animation
Anticipation -- A slower movement made by a character to lead into action. This is used to great effect in comedy animation and in games like Dark Souls. The posing and buildup makes you expect something is going to happen.
Cel -- A tool for animating. Traditionally, this is a sheet of clear plastic that a frame of animation is drawn on and painted color is applied to. These are set on top of background images and photographed so they can be used in the final animation. The term can also be applied to hand-drawn digital animation. Pre-digital nearly everything was animated in this fashion, like Bugs Bunny cartoons or classic Disney movies. Some Japanese animation is still done like this, but the move to digital has only recently begun there.
Claymation -- A branch of stop motion animation, it is when moldable clay is shaped, photographed, and reshaped in a manner that gives it the illusion of movement.
CGI -- Stands for Computer Graphics Imagery. Any image that is generated by a computer. This applies to all digital artwork, even 2D, but is most commonly used to refer to 3D images created by a computer.
2D -- Flat images such as those you would draw on paper. They have height and width but no depth.
3D -- Images with height, width, and depth. Computer generated images and physical sculptures fall under this category. 3D computer animation and stop-motion animation are 3D.
3D Computer Animation / 3D Animation -- Animation done on a computer specifically using 3D software to either give the image more depth or to make it look more lifelike. It is made by creating digital sculptures of characters which a “rig” is attached to which gives the animator the ability to move the sculpture like a puppet. If you say 3D animation, people will know you are referring to computer animation. Most American movies in the past decade are or include 3D animation.
Digital -- Any animation done on a computer. This applies to 3D animation, 2D graphic animation, and hand drawn animation done on a computer. Most animation has moved to digital formats because of computers ability to automatically in-between--thus saving large amounts of work. Computers also eliminate the need to physically store easily lost or damaged piles of paper and film, and they eliminate the need to manually photograph individual animation frames.
Flash -- Refers to the now mostly defunct Adobe Flash program which gave animators the ability to turn 2D drawings into puppets that could be animated. The similar Adobe equivalent is now called animate. It popularized a style of puppeted animation similar to paper cutouts in a digital format, but while it is known for that, it can be used for hand drawn animation as well. This puppet style of animation has improved dramatically since it’s beginning in Flash, and the same (or similar) technique is used by people who animate with programs like Toon Boom. Shows animated in flash include Johnny Test and My Little Pony: Friendship Is Magic.
Frames -- A single image as part of the whole animation. A picture of a cel on a background would be one frame.
Frame rate/ Frames per second -- How quickly the frames are played back for the viewer. Film standard is 24 FPS, or 24 frames played in rapid succession for the duration of 1 second. Games often play at 30-60 FPS to aid reaction time.
1′s and 2′s -- To animate something on “1′s” means to create 24 distinct frames to play for a full second. 24:24, or, just 1. 2′s--also known as 12FPS--similarly means you do half that amount of work. 24:12. Most things are animated at 12FPS because it is less work and accomplishes approximately the same thing as animating on a full 24 frames. Animations at these rates are still played at 24FPS. Contrary to popular belief, classic Disney movies are mostly animated on 2′s.
3′s and 4′s and so on -- Like 1′s and 2′s, but less. 8 and 6 FPS respectively. These rates are used more commonly in television than movies, but even then rarely. 3′s and 4′s most often exist in conjunction with 1′s and 2′s to both save work and give the animation more expression. These are also always played at 24FPS. Studio Trigger most notably animates like this.
Hand-Drawn -- Animation that is fully drawn by hand and does not involve manipulating a puppet character. Traditional 2D animation is hand drawn, Flash animation isn’t.
Hold -- When a frame or pose lasts longer than normal. A hold can be completely still or have slight movement. They are used to break up action and very often used to create anticipation of an action.
In-between -- Frames that connect the action happening between keyframes. They change something from a set of poses to actual animation.
Keyframe -- Important frames in the animation, often major poses in an action. These are sometimes taken from storyboards but not always.
Meaningful animation -- Or animation with intent. Parts of an animation that were specifically made to do a certain thing. This comes up in discussions about higher frame rates and whether or not they matter to a work. An action that could be expressed in 8 frames played at 24 FPS does not necessarily need 24 frames, because the additional frames provide too much visual input, could be drawn more poorly, or are a waste of time to do. A computer generated tween is not always meaningful because it was not always intended to exist by the animator. The frames generated when you take an animation at 24FPS and modify it to be 60FPS are not meaningful.
Mocap/ Motion Capture -- When a person wears a silly suit with little balls or other markings on it and acts around a stage, that is for motion capture and animation reference. Motion capture tracks a persons movement and can apply it to a 3D rig, but it is not perfect so animators are still needed to correct the movements and make it work in the final product. This is used in many live action movies that feature CGI and notoriously in The Polar Express.
Mograph/ Motion Graphics -- This is the animation style used in many commercials, how-to explainer videos, and animated company logos. This is the lovechild of graphic design and animation. It is most often 2D, sleek, and heavily design focused as opposed to character focused. Most often made in Adobe After Effects.
Paper cutout -- A form of stop motion animation where pieces of paper are placed on a flat surface and photographed from above. This can be done with light from the front to see the full detail of the paper, or back lighting to give it the effect of shadow-puppetry. The first animated film was done in this style.
Pre-production -- Work that is done before something is animated. Includes character designs, environment designs and layouts, scripting, storyboards, audio recording, and anything else necessary to have done before you begin the arduous process of animation.
Post-production -- Anything that needs to be added after all pre-production and animation is finished. It includes editing everything together, adding effects, and whatever else must be done before you can call something “finished”.
Procedurally Generated Animation -- This is animation made entirely in a computer through use of algorithms. Used more often in games than anything else. Animations are generated in real time to create more variety in the movement. It allows for things that can’t be done with pre-made animations like making characters feet land and/or slip on rocks or track their head and eyes to look at something.
Puppet Rig/ Rig -- A skeleton applied to any type of puppet you want to animate. 3D and puppeted stop motion animations both use this, though in stop motion it is more likely called an armature. 2D animations like Flash animations also use these
Onion Skin -- A 2D animation term. In traditional animation, a person works on paper over a light table which shines light through the paper and lets them see the frames they’re animating between. In digital animation, you press a button and the onion skin will display in either a lighter color or different hue the frames in front of or behind where you’re working to a point you can set and adjust. It’s called onion skin because peeled onions are transparent.
Reference -- Looking at something from life to base your work on. If you are animating a flying bird, you need to know how their wings move, so you need to watch birds or maybe film them and play it back slowly so you can see the small details. Animation since Snow White has used life action reference heavily, many old animated movies were fully acted out and recorded before they were animated. Movies today don’t do that much, but animators will record themselves acting out scenes they’re working on to capture body language and lip sync. Reference is not tracing or rotoscoping, but it can be.
Rotoscope -- Animation drawn directly over life action footage. This is reference to it’s extreme, because the drawings do not take inspiration from the movements so much as they are an exact recreation. It is often easily noticed for the higher framerate it often has and for having movement unnatural to animation. Unless the character is heavily stylized, rotoscoped animation often looks strongly like real people. 2D animation traced over 3D animation is not rotoscope. Motion capture is also not rotoscope. Many classic Fleischer films had rotoscoped sequences and Anastasia is known for it’s heavy use of the technique.
Rough Animation -- Animation in it’s early stages, it may not be fully in betweened, but even if it is, it isn’t cleaned up or finished. Drawings in the rough stage are often messy and incomplete so it is easier to throw out frames and replace them.
Rough Cut -- The next step from an animatic. A rough cut contains all finished and unfinished work as a preview of what the final product can be. They can have any combination of animatic materials, rough animation, and finished work.
Stop motion -- Animation of physical objects on a set, photographed one frame at a time. Covers everything from claymation, to paper cut outs, to puppets, and more. More prominent in early film as visual effects before that became what it is known as today. The most popular form is puppet animations like those done by Laika studios.
Storyboard -- A sequence of rough drawings paired with script that dictate what will happen in an animation. These are not keyframes for animation, nor should they themselves be animated.
Timeline -- In digital animation, this is the bar that holds the individual frames in sequence so they can be played and viewed as you work. You can also stretch the frame length to last longer or shorter, hence “time”.
Traditional (Cel animation) -- Earliest form of 2D animation, the same as hand drawn animation only it’s done on physical paper. The terms are blurred together however, so when talking about traditional animation you may need to specify whether it’s on paper or digital.
Tweens -- Computer generated in-between frames. Applies to 3D animation, but most often refers to puppet rig 2D animation like flash animations. Often used as a derogatory phrase, as computer generated frames can lack the visual appeal of hand made ones. Tweens move extremely smoothly and evenly from pose to pose, which is the tell of a puppet rigged animation.
VFX -- Stands for visual effects. They are effects applied to a film in post-production that can be CGI or not, but are very often CGI. Includes aspects such as explosions, weather effects, background details, cleanup, etc.








