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Name: James Vlahos

Project Title: Nightmare

Link to final piece: https://www.youtube.com/watch?v=rACiVvaBX6k
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https://vimeo.com/126309609

Project Propsal
Bibliography, Timetable, Health and Safety, Glossary








Pre-Assessment 





Glossary

Animation 
A medium that creates the illusion of movement through the projection of a series of still images or ‘frames’. The term is also used to refer to the techniques used in the production of an animated film - in 3D animation, primarily those controlling the motion of the objects and cameras within a scene. These include key frame animation, in which the artist sets the positions of objects manually at certain key points in the action, and the computer calculates their intervening positions through a process of interpolation or ‘inbetweening’, and procedural animation, in which the motion is controlled automatically via a series of mathematical formulae.
Animatic 
A rough animation that is used by animators to give some idea about the timing of a sequence, used as a kind of animated storyboard.
Bone
A rigid object analogous to a real bone, placed inside the ‘skeleton’ of a character during the process of rigging it for animation. When a bone is moved, it acts upon the mesh of the character model, deforming it.

Bluescreen Footage

Live footage shot against a backdrop of a single uniform colour (usually blue or green) with a view to compositing it into a computer-generated background. Every pixel with the same colour value as the backdrop is replaced by the CG image.

Frame

A still two-dimensional image. In computer animation, the term ‘frames per second’ (fps) is a measurement of the number of still frames displayed in one second to give the impression of a moving image. For film work, this value is usually 24; for the European PAL broadcast format, 25; and for the US NTSC broadcast format, 30 fps.

Joints

Points of articulation between the bones in a character rig.

Layer

A level of an image that can be edited independently of the rest of the image.

 Lip Synching

The process of matching a character’s facial movements to a spoken soundtrack during facial animation.

Camera Tracking
Also known as match moving, camera tracking is the process of ‘extracting’ the motion of the camera in space from a piece of live-action footage. This motion data can then be imported into a 3D software package and used to animate the virtual camera, in order to better match the rendered output to that of the source footage during the compositing process.
Material

A set of mathematical attributes that determine the ways in which the surface of a model to which they are applied reacts to light. These attributes are sub-divided into individual channels.

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