Animation terms, explained in plain language. This animation glossary and dictionary defines 167 animation terms used in 2D, 3D, stop-motion, anime, motion graphics, and AI animation, so you can follow tutorials, studio talk, and animation news with confidence.
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Showing 167 of 167 terms
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12 Principles of Animation
12 PrinciplesBeginnerAlso called: Twelve principles
A set of guidelines for believable motion, set out by Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life. They are squash and stretch, anticipation, staging, straight-ahead action and pose-to-pose, follow-through and overlapping action, slow in and slow out, arcs, secondary action, timing, exaggeration, solid drawing, and appeal.
See also: Squash and Stretch, Anticipation, Staging, Timing, Appeal
180-Degree Rule
Camera & FilmAdvancedA guideline to keep the camera on one side of an imaginary line between two characters, so their screen positions stay consistent and viewers stay oriented.
See also: Staging, Continuity
2D Animation
2D & TraditionalBeginnerAnimation made in a flat, two-dimensional space using hand-drawn or digitally drawn images, vector shapes, or cutouts. It ranges from traditional cel animation to modern software.
See also: Traditional Animation, Vector Graphics, 3D Animation
3D Animation
3D & CGIBeginnerAlso called: Computer animation
Animation created with objects modeled and posed in a three-dimensional digital space, then rendered to images or video. A virtual camera can move anywhere in the scene.
A
ADR
Production PipelineAdvancedAlso called: Dialogue replacement, Additional dialogue recording
Recording or re-recording dialogue in a studio to match finished picture. In Japanese anime, voices are often recorded after the animation is made.
AI Inbetweening
AI & GenerativeAdvancedUsing machine learning to draw the frames between key drawings in assistive tools for hand-drawn animation. Results usually need artist review and correction.
See also: Inbetween, Frame Interpolation
Alpha Channel
Motion Graphics & VFXIntermediateAn extra image channel that stores transparency, letting a graphic or animation sit cleanly over other footage.
See also: Compositing, Masking
Animatic
Production PipelineIntermediateAlso called: Story reel, Leica reel
A storyboard timed to sound and sometimes simple movement, used to test pacing before costly animation begins.
See also: Storyboard, Previs
Animating on Ones, Twos, and Threes
FundamentalsIntermediateAlso called: On twos, Shooting on twos
A choice of how long each drawing or pose is held. On ones, every frame is a new image; on twos, each image lasts two frames (12 unique images per second at 24 fps); on threes, each lasts three.
See also: Frame Rate, Limited Animation, Timing
Animation
FundamentalsBeginnerThe craft of creating the illusion of movement by showing a sequence of still images, drawings, or poses in quick succession. It can be hand-drawn, computer-generated, or photographed one frame at a time.
See also: Frame, Frame Rate, Persistence of Vision
Animation Director
Anime & IndustryIntermediate作画監督
Also called: Sakuga kantoku, Sakkan
The person who supervises drawing quality and keeps characters on model by correcting animators’ work. Large productions may also have a chief animation director.
See also: Chief Animation Director, Key Animator
Animation Layer
3D & CGIIntermediateA separate layer of keyframes added on top of existing animation so adjustments can be made without changing the original.
Animation Pipeline
Production PipelineIntermediateAlso called: Production pipeline
The sequence of stages and handoffs that takes a project from idea to final delivery, usually pre-production, production, and post-production.
See also: Pre-Production, Post-Production
Animation State Machine
3D & CGIAdvancedA game-engine system that decides which animation plays and how it blends into the next, based on conditions such as speed or button input.
See also: Root Motion, Cycle
Anime
Anime & IndustryBeginnerAnimation produced in, or in the style of, Japan’s animation industry. In Japan the word covers all animation; elsewhere it usually means Japanese-style animated series and films.
See also: Sakuga, Cour, Limited Animation
Anticipation
12 PrinciplesBeginnerA small preparatory movement before the main action, like a wind-up before a throw. It prepares the audience and makes the action easier to read.
Appeal
12 PrinciplesBeginnerThe quality that makes a character or pose engaging to watch. Appeal comes from clear design, personality, and readable acting, not just prettiness.
See also: Line of Action, Character Design
Arcs
12 PrinciplesBeginnerMost natural movements follow curved paths rather than straight lines. Animating along arcs makes motion look organic.
See also: Breakdown, Graph Editor
Armature
Stop MotionIntermediateA posable internal skeleton, often wire or metal joints, inside a stop-motion puppet that lets it hold its pose between frames.
See also: Puppet Animation, Rigging
Aspect Ratio
Camera & FilmBeginnerThe ratio of an image’s width to its height, such as 16:9 or 4:3.
See also: Field of View
B
Baking
3D & CGIAdvancedAlso called: Bake animation
Converting procedural, constrained, or simulated motion into ordinary keyframes on every frame so it can be edited or exported.
See also: Dynamic Simulation, Constraint
Bank System
Anime & IndustryAdvancedAlso called: Bank footage
Reusing previously animated sequences, such as a transformation or an attack, across episodes to save time and money.
See also: Limited Animation, Cut (Anime)
Blend Shapes
3D & CGIIntermediateAlso called: Morph targets, Shape keys
Stored alternative shapes of a mesh, such as a smile or a blink, that can be mixed with sliders. They are widely used for facial animation.
Blocking
3D & CGIIntermediateThe first animation pass, in which key poses are set with stepped (non-smooth) timing to establish performance, staging, and timing before anything is smoothed.
See also: Splining, Polish, Pose-to-Pose
Boiling Line
2D & TraditionalAdvancedThe slight wobble of outlines caused by redrawing each frame by hand, even when a character stays still. It can also be a deliberate stylistic choice.
See also: Frame-by-Frame Animation, Clean-Up
Breakdown
FundamentalsIntermediateA pose between two keyframes that shows how the motion travels from one to the other, such as the arc of a limb. Breakdowns come after the key poses and before the inbetweens.
C
Cel
2D & TraditionalBeginnerAlso called: Celluloid
A transparent sheet, historically celluloid, on which a character or object was inked and painted. Layered over a painted background, cels let characters move without redrawing the whole scene.
See also: Traditional Animation, Multiplane Camera
Cel Shading
3D & CGIIntermediateAlso called: Toon shading
A 3D rendering style that uses flat bands of color and outlines so models look hand-drawn or like 2D animation.
See also: Rendering, 2D Animation
CGI
3D & CGIBeginnerAlso called: Computer-generated imagery, CG
Computer-generated imagery: visuals made with computers, from fully animated films to effects added to live-action footage.
See also: 3D Animation, VFX
Character Design
Production PipelineBeginnerCreating a character’s appearance, proportions, costume, and personality cues so it can be animated consistently.
See also: Model Sheet, Turnaround
Chief Animation Director
Anime & IndustryAdvanced総作画監督
Also called: Sou sakkan
A senior role that oversees character consistency across an episode or film, often held by the character designer.
See also: Animation Director, Model Sheet
Chroma Key
Motion Graphics & VFXBeginnerAlso called: Green screen, Blue screen
Removing a solid background color, usually green or blue, so another background can be placed behind the subject.
See also: Compositing, VFX
Claymation
Stop MotionBeginnerAlso called: Clay animation
Stop motion using clay or plasticine figures. The word was popularized in the 1970s and is now often used for any clay animation.
See also: Stop Motion, Armature
Clean-Up
2D & TraditionalIntermediateAlso called: Cleanup, Tie-down
The step where rough animation drawings are redrawn with clean, consistent final lines that stay on model.
See also: Model Sheet, Douga, Rough Animation
Close-Up
Camera & FilmBeginnerAlso called: CU
A tightly framed shot of a face or object, used to highlight emotion or detail.
See also: Establishing Shot, Depth of Field
Compositing
Motion Graphics & VFXIntermediateCombining multiple image layers or elements, such as live action, CG, and backgrounds, into one final image.
See also: Alpha Channel, Chroma Key, VFX
Concept Art
Production PipelineBeginnerIllustrations that explore the look and mood of characters, environments, and props before final designs are chosen.
See also: Character Design, Pre-Production
Constraint
3D & CGIAdvancedA rule that links one object’s position, rotation, or scale to another, such as making a hand follow a prop. Constraints make complex interactions easier to animate.
See also: Control Rig, Inverse Kinematics (IK)
Continuity
Production PipelineIntermediateAlso called: Hook-up
Keeping details such as positions, props, lighting, and costumes consistent from shot to shot.
Control Rig
3D & CGIIntermediateAlso called: Animation controls
The set of handles and controls animators actually grab to pose a character, sitting on top of the underlying skeleton.
See also: Rigging, Constraint
Cour
Anime & IndustryIntermediateA broadcast block of about three months, typically 12 to 13 episodes. A series may run for one cour, two, or more.
Cut (Anime)
Anime & IndustryIntermediateAlso called: Cut
In anime production, a single continuous shot and the basic unit of work handed out to animators. A TV episode is made of many cuts.
See also: Storyboard, Genga
Cut (Editing)
Camera & FilmBeginnerAlso called: Cut
An instant transition from one shot to the next.
Cutout Animation
2D & TraditionalIntermediateAnimation using flat shapes or puppet pieces that are moved or rigged instead of redrawn. It can be done with physical paper under a camera or digitally in software.
See also: Stop Motion, Rigging
Cycle
FundamentalsBeginnerAlso called: Loop, Looping animation, Seamless loop
An animation built so its last frame connects smoothly to its first, letting it repeat without a visible jump. Walk cycles, run cycles, idles, and looping GIFs are typical examples.
See also: Walk Cycle, Sprite Sheet, GIF
D
Dailies
Production PipelineIntermediateAlso called: Rushes
Review sessions, or clips, of the latest work shown to directors and supervisors for feedback.
Demo Reel
Production PipelineBeginnerAlso called: Showreel
A short video of an animator’s best work, used as a portfolio when applying for jobs.
See also: Animation Pipeline
Depth of Field
Camera & FilmIntermediateAlso called: DOF
The range of distance in a shot that appears in sharp focus. Shallow depth of field blurs foreground and background to isolate a subject.
See also: Focal Length, Staging
Diffusion Model
AI & GenerativeIntermediateA type of generative model that creates images or video by gradually removing noise from a random starting point, guided by a prompt.
See also: Generative AI, Text-to-Video
Dissolve
Camera & FilmIntermediateAlso called: Cross-dissolve
A transition in which one shot gradually fades into the next, often to suggest the passing of time.
See also: Cut (Editing), Match Cut
Dolly
Camera & FilmIntermediateAlso called: Dolly shot, Tracking shot
Moving the camera toward, away from, or alongside the subject. Unlike a zoom, perspective changes during a dolly.
See also: Pan, Focal Length
Douga
Anime & IndustryIntermediate動画
Also called: In-between animation
In-between animation: the drawings that fill the gaps between key drawings, plus the cleaned-up lines that appear in the finished film. The same characters are also the everyday Japanese word for “video”.
Dutch Angle
Camera & FilmIntermediateAlso called: Dutch tilt
A camera tilted off the horizontal so the horizon is slanted, used to suggest tension or disorientation.
Dynamic Simulation
3D & CGIIntermediateAlso called: Simulation, Sim
Using physics calculations to animate cloth, hair, fluids, smoke, or debris instead of keyframing them by hand.
See also: Particle System, Baking
E
Easing
FundamentalsIntermediateAlso called: Ease in, Ease out, Ease in-out
Gradual acceleration or deceleration of a movement instead of constant speed. Ease-in starts slowly, ease-out ends slowly. It is the digital counterpart of slow in and slow out.
See also: Slow In and Slow Out, Interpolation, Graph Editor
Establishing Shot
Camera & FilmBeginnerA wide shot, usually at the start of a scene, that shows where the action takes place.
Exaggeration
12 PrinciplesBeginnerPushing poses, expressions, or motion beyond realism to make the action clearer or more entertaining, while staying believable within the style.
See also: Squash and Stretch, Appeal
Exposure Sheet
2D & TraditionalIntermediateAlso called: X-sheet, Dope sheet
A chart that lists what happens on each frame, including dialogue, action, and camera moves, so animators and camera operators can plan timing.
F
Field of View
Camera & FilmIntermediateAlso called: FOV
How much of the scene the camera can see, usually measured in degrees. A wide field of view shows more; a narrow one compresses the view.
See also: Focal Length, Aspect Ratio
Filler
Anime & IndustryBeginnerEpisodes or arcs not based on the source manga or light novel, often made when an adaptation catches up to its source material.
Focal Length
Camera & FilmIntermediateThe lens property, measured in millimeters, that sets how wide or tight the view is. Short focal lengths give wide views; long ones appear zoomed in.
See also: Field of View, Depth of Field
Foley
Production PipelineAdvancedCustom sound effects such as footsteps and cloth movement, performed and recorded in sync with the picture.
See also: Post-Production, ADR
Follow-Through and Overlapping Action
12 PrinciplesIntermediateParts of a body or object keep moving after the main body stops (follow-through) and move at different rates from one another (overlapping action), like hair, tails, or clothing.
See also: Overshoot, Moving Hold
Forward Kinematics (FK)
3D & CGIIntermediateAlso called: FK
Posing a chain of joints from the top down: rotate the shoulder, then the elbow, then the wrist. FK gives smooth arcs and suits swinging, flowing motion.
See also: Inverse Kinematics (IK), Arcs
Frame
FundamentalsBeginnerA single still image in an animation. Motion appears when frames are played back in order at a steady speed.
See also: Frame Rate, Keyframe
Frame Interpolation
AI & GenerativeIntermediateAlso called: AI slow motion
Generating new in-between frames, often with AI that estimates motion, to raise the frame rate or create slow motion.
See also: Inbetween, Frame Rate
Frame Rate
FundamentalsBeginnerAlso called: FPS, Frames per second
The number of frames shown each second, measured in frames per second (fps). Cinema has long used 24 fps, while video and games commonly use 25, 30, 50, or 60 fps.
See also: Frame, Animating on Ones, Twos, and Threes
Frame-by-Frame Animation
2D & TraditionalBeginnerCreating every frame as an individual drawing or pose rather than relying on tweening. It gives full control over each image.
See also: Onion Skinning, Inbetween
G
Generative AI
AI & GenerativeBeginnerAlso called: GenAI
AI systems that create new content, such as images, video, audio, or text, from patterns learned in training data.
See also: Diffusion Model, Text-to-Video
Genga
Anime & IndustryIntermediate原画
Also called: Key animation, Key drawings
Key animation: the drawings that define the main poses and timing of a cut. Genga are drawn by key animators and later cleaned up and filled in as douga.
See also: Douga, Key Animator, Sakuga
GIF
Motion Graphics & VFXBeginnerAlso called: Graphics Interchange Format
A bitmap image format that supports short looping animations with limited color. Widely used for memes and web graphics, though video formats are often more efficient.
See also: Cycle, Sprite Sheet
Gimbal Lock
3D & CGIAdvancedA problem in rotation systems where two rotation axes line up and one degree of freedom is lost, causing unexpected flips or stuck rotations.
See also: Graph Editor, Control Rig
Go Motion
Stop MotionAdvancedA stop-motion technique that moves the model during each exposure to create natural motion blur. It was developed at Industrial Light & Magic in the early 1980s.
See also: Stop Motion, Motion Blur
Graph Editor
3D & CGIIntermediateAlso called: Curve editor, F-curves
A tool that shows animation values as curves over time so the animator can adjust timing, easing, and arcs precisely.
See also: Interpolation, Easing
H
Hold
FundamentalsBeginnerA stretch of frames in which a pose stays still. Holds give the audience time to read a pose, an emotion, or a line of dialogue.
See also: Moving Hold, Timing
I
Image-to-Video
AI & GenerativeBeginnerAlso called: I2V
Generating a video clip that animates a still image, often guided by a motion prompt.
See also: Text-to-Video, Video-to-Video
Inbetween
FundamentalsBeginnerAlso called: Tweening, In-betweening, Tween
A frame that fills the gap between two keyframes to complete the movement. In traditional animation an assistant draws them; in software, tweening generates them automatically.
See also: Keyframe, Interpolation, Douga
Interpolation
FundamentalsIntermediateThe calculation software uses to generate values between keyframes. Common types are linear (constant speed), Bezier or spline (smooth curves), and stepped (no blending, used for blocking).
See also: Easing, Graph Editor, Blocking
Inverse Kinematics (IK)
3D & CGIIntermediateAlso called: IK
Placing the end of a joint chain, such as a foot or hand, and letting software calculate the rest of the limb. IK keeps feet planted and hands on objects.
See also: Forward Kinematics (FK), Rigging
K
Key Animator
Anime & IndustryIntermediateAlso called: Genga-man
An artist who draws the genga, setting the key poses, timing, and acting for a cut.
See also: Genga, Animation Director
Key Visual
Anime & IndustryIntermediateThe main promotional illustration for an anime, used on posters and announcements and often revealed before the series airs.
See also: Anime, Character Design
Keyframe
FundamentalsBeginnerAlso called: Key pose, Key
A frame that marks an important moment in a motion, such as the start, an extreme, or the end of an action. The animator sets keyframes first, then fills the gaps with inbetweens.
See also: Inbetween, Breakdown, Pose-to-Pose, Genga
Kinetic Typography
Motion Graphics & VFXIntermediateAnimating text so its movement, timing, and style express meaning or emotion, often synced to audio.
See also: Motion Graphics, Easing
L
Layout
Production PipelineIntermediateAlso called: LO
Drawings or scenes that set up each shot, including staging, camera, composition, and character placement, before animation begins.
See also: Storyboard, Staging
Limited Animation
Anime & IndustryIntermediateA cost-saving style that reuses drawings, holds poses, and animates on threes or fours instead of full motion. It shaped the look of TV anime and much of television animation.
See also: Animating on Ones, Twos, and Threes, Bank System
Line of Action
FundamentalsIntermediateAn imaginary line through a pose that shows its main direction and energy. A clear, curved line of action makes a pose feel dynamic.
See also: Silhouette, Appeal
Lip Sync
FundamentalsIntermediateAlso called: Lip-sync, Lip syncing
Matching a character’s mouth shapes to recorded dialogue so speech looks believable. Animators use a set of mouth shapes, called visemes, timed to the sounds in the audio.
See also: Viseme, Blend Shapes
LoRA
AI & GenerativeAdvancedLow-rank adaptation: a lightweight add-on that fine-tunes a generative model toward a specific style or character without retraining the whole model.
See also: Style Transfer, Diffusion Model
Lottie
Motion Graphics & VFXAdvancedA lightweight JSON-based format for vector animations that play on web and mobile apps, often exported from After Effects.
See also: Vector Graphics, Motion Graphics
M
Masking
Motion Graphics & VFXIntermediateAlso called: Matte, Mask
Hiding or revealing part of a layer with a shape or matte. It is used for reveals, cutouts, and isolating elements.
See also: Alpha Channel, Rotoscoping
Match Cut
Camera & FilmAdvancedA cut between two shots linked by a similar shape, movement, or composition.
See also: Cut (Editing), Dissolve
Matte Painting
Motion Graphics & VFXAdvancedA painted or digital environment used to extend or replace a set or location. Once painted on glass, it is now usually made digitally.
See also: Compositing, VFX
Model Sheet
2D & TraditionalBeginnerAlso called: Character sheet
A reference page showing a character from several angles, with expressions and proportions, so every artist draws it consistently.
See also: Turnaround, Character Design
Modeling
3D & CGIBeginnerBuilding the 3D shape of a character, prop, or environment, usually as a mesh of polygons.
See also: Rigging, Texturing and Shading
Morphing
Motion Graphics & VFXIntermediateSmoothly transforming one image or shape into another by blending the two.
See also: Blend Shapes, VFX
Motion Blur
Motion Graphics & VFXIntermediateStreaking of fast-moving objects that imitates how a camera captures motion during exposure. It makes movement look smoother and more natural.
See also: Smear Frame, Frame Rate
Motion Capture
3D & CGIIntermediateAlso called: Mocap
Recording the movement of real performers with sensors, markers, or cameras and applying it to a digital character. The data usually needs cleanup and artistic adjustment.
See also: Rotoscoping, Retargeting
Motion Control
Stop MotionAdvancedAlso called: Moco
A camera or rig movement programmed to repeat the exact same path every time, so several passes can be combined or the camera can move precisely between frames.
See also: Stop Motion, Compositing
Motion Graphics
Motion Graphics & VFXBeginnerAlso called: Motion design
Animated graphic design: text, shapes, logos, and illustrations in motion, typically for titles, explainers, ads, and interfaces rather than character storytelling.
See also: Kinetic Typography, Compositing
Motion Tracking
Motion Graphics & VFXIntermediateAlso called: Camera tracking, Match moving
Following a point or object across the frames of footage so graphics, effects, or 3D elements can be attached to it.
See also: Compositing, VFX
Moving Hold
FundamentalsIntermediateA hold with small continued movements so the pose stays alive instead of looking frozen. It is common in acting and dialogue shots, especially in 3D.
See also: Hold, Follow-Through and Overlapping Action
Multiplane Camera
2D & TraditionalAdvancedA camera setup that shoots several layers of artwork placed at different distances, moving them at different speeds to create depth and parallax.
N
Negative Prompt
AI & GenerativeIntermediateText describing what a generative model should avoid, supported by some tools.
O
ONA
Anime & IndustryIntermediateAlso called: Original net animation
Original net animation: anime made for online release, often on streaming platforms, rather than for TV.
Onion Skinning
2D & TraditionalBeginnerAlso called: Ghosting
A drawing aid that shows faint copies of the previous and next frames so the animator can judge spacing and arcs. The name comes from thin, translucent onionskin paper.
See also: Frame-by-Frame Animation, Arcs
OVA
Anime & IndustryIntermediateAlso called: OAV, Original video animation
Original video animation: anime released directly to home video rather than to TV or cinemas. The term is less common now that streaming has replaced much of the format.
Overshoot
FundamentalsIntermediateAlso called: Settle
When a movement goes slightly past its final position and then settles back, adding life and a sense of momentum.
See also: Follow-Through and Overlapping Action, Easing
P
Pan
Camera & FilmBeginnerAlso called: Panning
Rotating the camera horizontally from a fixed position to follow action or reveal a space.
Parallax
Motion Graphics & VFXIntermediateThe effect where objects at different distances appear to move at different speeds as the viewpoint moves, creating a sense of depth, especially in 2D scenes.
See also: Multiplane Camera, Motion Graphics
Particle System
Motion Graphics & VFXIntermediateA tool that animates many small elements, such as sparks, rain, smoke, or dust, using rules for emission, movement, and lifespan.
See also: Dynamic Simulation, VFX
Persistence of Vision
FundamentalsBeginnerA popular explanation for why a quick series of still images looks like continuous motion: the eye and brain hold each image for a moment after it disappears. Modern vision science also credits related effects such as the phi phenomenon.
See also: Animation, Frame Rate
Picture Lock
Production PipelineAdvancedThe point at which the edit is final and the timing of picture will not change, so sound and effects work can be completed.
See also: Post-Production, Foley
Pixilation
Stop MotionAdvancedStop motion that uses live people or animals as the animated subject, moved in small steps between photographs.
See also: Stop Motion
Polish
3D & CGIIntermediateAlso called: Refine
The final animation pass, where small timing issues, overlaps, and details are cleaned up before a shot is approved.
Pose-to-Pose
12 PrinciplesBeginnerPlanning the main poses first, then adding breakdowns and inbetweens. It gives control over timing and structure and is the usual approach for character acting.
See also: Straight-Ahead Action, Keyframe, Blocking
Post-Production
Production PipelineBeginnerEverything after animation or rendering is complete: editing, compositing, color work, sound design, music, mixing, and final delivery.
See also: Picture Lock, Compositing
Pre-Production
Production PipelineBeginnerThe planning stage before animating: story, script, character design, storyboards, and schedules.
See also: Storyboard, Concept Art, Animation Pipeline
Previs
Production PipelineAdvancedAlso called: Previsualization
Rough, low-detail animation of scenes made before final production to plan camera, staging, and effects.
Prompt
AI & GenerativeBeginnerThe text, and sometimes images, given to a generative model to describe the result you want.
See also: Negative Prompt, Reference Image
Puppet Animation
Stop MotionIntermediateAnimation of articulated puppets, usually filmed frame by frame in stop motion.
See also: Armature, Stop Motion
R
Reference Image
AI & GenerativeIntermediateAlso called: Character consistency
An image supplied to guide a generator’s look for a character, style, or scene, helping keep it consistent across shots.
See also: Prompt, Temporal Consistency
Render Farm
3D & CGIIntermediateA network of computers that share the work of rendering frames so large projects finish faster.
See also: Rendering
Rendering
3D & CGIBeginnerAlso called: Render
Calculating the final image or video from a 3D scene, including its lighting, materials, and camera. It can take seconds or many hours per frame.
See also: Render Farm, 3D Animation
Replacement Animation
Stop MotionAdvancedStop motion in which parts of a puppet, such as faces or mouths, are swapped for pre-made versions between frames. It is common for lip sync and expressions.
See also: Stop Motion, Lip Sync
Retake
Production PipelineIntermediateA request to fix or redo a shot after review, or the revised shot itself.
Retargeting
3D & CGIAdvancedTransferring animation from one skeleton or character to another, for example applying captured motion to a character with different proportions.
See also: Motion Capture, Rigging
Rigging
3D & CGIIntermediateAlso called: Character rigging
Building a digital skeleton and control system inside a 3D model so animators can pose it. A good rig makes complex movement simple and predictable.
See also: Skinning, Control Rig, Inverse Kinematics (IK)
Root Motion
3D & CGIAdvancedMovement of a character’s whole body through the world that is driven by the animation itself rather than by code, so footsteps match the distance traveled.
See also: Animation State Machine, Walk Cycle
Rotoscoping
2D & TraditionalIntermediateAlso called: Rotoscope, Roto
Tracing over live-action footage frame by frame to create realistic animation, or to cut out a subject for visual effects.
See also: Motion Capture, Compositing
Rough Animation
Production PipelineIntermediateLoose early drawings of animation that focus on movement and acting rather than clean lines.
Rule of Thirds
Camera & FilmIntermediateA composition guideline that divides the frame into a 3×3 grid and places key elements along the lines or at the intersections.
See also: Staging, Aspect Ratio
S
Sakuga
Anime & IndustryIntermediate作画
A Japanese production term for animation drawing. Among international fans it usually means a standout sequence of especially expressive or technically impressive animation.
See also: Genga, Douga, Animation Director
Secondary Action
12 PrinciplesIntermediateA smaller action that supports the main one and adds personality, such as a facial expression changing during a walk. It should add to the scene without stealing focus.
Seed
AI & GenerativeIntermediateA number that sets a generator’s starting randomness. Using the same seed and settings with the same model can reproduce a similar result.
See also: Prompt, Temporal Consistency
Seiyuu
Anime & IndustryBeginner声優
Also called: Voice actor
A Japanese voice actor, especially one working in anime, games, and dubbing.
See also: Sub vs Dub, ADR
Silhouette
FundamentalsIntermediateThe outline of a pose when filled in solid. If an action reads clearly as a silhouette, the pose is likely to be clear and appealing on screen.
See also: Staging, Line of Action
Simulcast
Anime & IndustryBeginnerReleasing a show with subtitles on streaming platforms at the same time as, or shortly after, its Japanese broadcast.
See also: Sub vs Dub, Cour
Skinning
3D & CGIIntermediateAlso called: Weight painting, Weighting
Binding a model’s surface to its skeleton and setting how strongly each joint influences each part of the mesh, so bending a joint deforms the skin naturally.
See also: Rigging, Blend Shapes
Slow In and Slow Out
12 PrinciplesBeginnerPlacing more frames near the start and end of a movement and fewer in the middle, so motion eases in and out the way real movement accelerates and decelerates.
Smear Frame
FundamentalsIntermediateAlso called: Smear
A stretched or blurred drawing used for a frame or two of fast motion so the movement reads smoothly instead of strobing.
See also: Motion Blur, Squash and Stretch
Solid Drawing
12 PrinciplesIntermediateGiving forms volume, weight, and balance in three-dimensional space, even in 2D. In 3D animation it translates to strong posing and good form.
See also: Silhouette, Model Sheet
Spacing
FundamentalsIntermediateThe distance between an object’s positions from one frame to the next. Tight spacing reads as slow and wide spacing as fast; together with timing, it shapes speed and weight.
Splining
3D & CGIAdvancedThe pass after blocking in which stepped keys are converted to smooth curves and refined so movement flows between poses.
Sprite Sheet
Motion Graphics & VFXIntermediateAlso called: Sprite atlas
A single image containing many animation frames in a grid, used in games to play animation efficiently.
See also: Cycle, Frame-by-Frame Animation
Squash and Stretch
12 PrinciplesBeginnerDeforming an object as it moves to show flexibility and weight while keeping its volume consistent. A bouncing ball flattens on impact and elongates in flight.
See also: Weight, Smear Frame
Staging
12 PrinciplesBeginnerPresenting an idea so it is unmistakably clear, using pose, camera, composition, and lighting to direct attention to what matters in the shot.
See also: Silhouette, Establishing Shot
Stop Motion
Stop MotionBeginnerAlso called: Stop-motion, Stop-frame animation
Animation made by physically moving an object a tiny amount, photographing it, and repeating, so that playback makes the object appear to move on its own.
See also: Claymation, Armature, Puppet Animation
Storyboard
Production PipelineBeginner絵コンテ
Also called: E-konte
A sequence of drawings that plans a story shot by shot, showing composition, action, and camera moves. In anime it is called e-konte.
See also: Animatic, Layout, Cut (Anime)
Straight-Ahead Action
12 PrinciplesIntermediateAnimating a movement in order from the first drawing to the last without planning key poses. It gives spontaneous, fluid results and suits effects like fire and smoke.
See also: Pose-to-Pose
Style Transfer
AI & GenerativeAdvancedApplying the visual look of one image or style to another image or video.
See also: Video-to-Video, LoRA
Sub vs Dub
Anime & IndustryBeginnerAlso called: Subbed, Dubbed, Dubbing
A sub keeps the original audio and adds subtitles; a dub replaces the voices with a new-language recording.
Synthetic Media
AI & GenerativeIntermediateAlso called: Deepfake
Media created or altered by AI. It includes deepfakes: realistic fake depictions of real people, which raise consent and disclosure concerns.
See also: Generative AI, Video-to-Video
T
Temporal Consistency
AI & GenerativeAdvancedAlso called: Temporal coherence
How stable subjects, colors, and details stay from frame to frame. Poor consistency shows up as flicker, shifting faces, or changing backgrounds.
See also: Reference Image, Frame Interpolation
Text-to-Video
AI & GenerativeBeginnerAlso called: T2V
Generating a video clip from a written prompt.
See also: Image-to-Video, Prompt
Texturing and Shading
3D & CGIBeginnerAlso called: Texturing, Shaders
Applying images and material properties to a 3D model’s surface to give it color, detail, and physical qualities such as roughness or shine.
Tilt
Camera & FilmBeginnerRotating the camera vertically, up or down, from a fixed position.
Timing
12 PrinciplesBeginnerThe number of frames an action takes. Timing controls speed, mood, and weight: fewer frames feel fast and light, more frames feel slow and heavy.
See also: Spacing, Frame Rate, Weight
Traditional Animation
2D & TraditionalBeginnerAlso called: Cel animation, Hand-drawn animation
Hand-drawn animation in which each frame is drawn on paper, traced onto transparent cels, painted, and photographed over a background.
See also: Cel, Clean-Up, 2D Animation
Turnaround
Production PipelineIntermediateAlso called: Character turnaround
A set of drawings or renders of a character from the front, side, back, and three-quarter views so everyone draws or models it the same way.
See also: Model Sheet, Character Design
U
Upscaling
AI & GenerativeIntermediateAlso called: Super-resolution
Increasing the resolution of an image or video; AI methods often add plausible detail.
See also: Frame Interpolation
V
Vector Graphics
2D & TraditionalBeginnerImages built from mathematical shapes and curves instead of pixels, so they scale without losing sharpness. Common in 2D and web animation.
See also: 2D Animation, Lottie
VFX
Motion Graphics & VFXBeginnerAlso called: Visual effects
Visual effects: imagery created or altered digitally and combined with filmed or animated material, as opposed to special effects done physically on set.
See also: Compositing, CGI
Video-to-Video
AI & GenerativeIntermediateAlso called: V2V
Using AI to transform existing footage, for example by changing its visual style.
See also: Image-to-Video, Style Transfer
Viseme
FundamentalsAdvancedA visible mouth shape that stands for one or more speech sounds. Lip-sync artists build a small library of visemes and key them to the audio.
See also: Lip Sync, Blend Shapes
W
Walk Cycle
FundamentalsIntermediateA looping animation of a character walking in place, usually built from four main poses: contact, down, passing, and up. It is one of the first exercises most animators learn.
Weight
FundamentalsIntermediateThe sense that a character or object has mass. Animators show weight through timing, spacing, anticipation, and how a body settles after moving.
See also: Squash and Stretch, Timing
Whip Pan
Camera & FilmAdvancedAlso called: Zip pan, Swish pan
A very fast pan that blurs the image, often used as a transition or to add energy.
See also: Pan, Motion Blur
Frame rate cheat sheet
Frame rate and drawing rate are not the same thing. A project can run at 24 fps while the artwork changes only every second or third frame.
| Medium | Typical rate | Notes |
|---|---|---|
| Cinema / feature film | 24 fps | The long-standing film standard. |
| Hand-drawn animation | 24 fps timeline, usually drawn on twos | About 12 unique drawings per second; fast action may go on ones. |
| TV anime | 24 fps timeline, often drawn on threes or more | Fewer unique drawings per second is a key part of limited animation. |
| TV and video (PAL regions) | 25 fps | Common in Europe, India, and many other regions. |
| TV and video (NTSC regions) | 29.97 fps (often called 30) | Common in North America and Japan. |
| Web, social, and screen recordings | 24–60 fps | 30 and 60 are the most common choices. |
| Games | 30, 60, or higher | Animation is often authored at 30 fps and played back at the game’s frame rate. |
| Stop motion | 12–24 fps | Often shot on twos to halve the number of photos needed. |
Commonly confused animation terms
These pairs are easy to mix up. Use this table for the quick difference, then open the full entries above.
| Terms | The difference |
|---|---|
| Keyframe vs Breakdown vs Inbetween | A keyframe sets a key moment; a breakdown defines how the motion travels between keys; an inbetween fills the remaining frames. |
| Tweening vs Interpolation | Tweening is the act of creating frames between keys. Interpolation is the math software uses to calculate those in-between values. |
| FK vs IK | FK rotates joints from the top of the chain down. IK moves the end of the chain and solves the joints for you. |
| Genga vs Douga | Genga are the key drawings; douga are the cleaned-up lines and inbetweens that complete them. |
| Rotoscoping vs Motion Capture | Rotoscoping traces over recorded footage; motion capture records performer movement as data to drive a digital character. |
| Claymation vs Stop Motion | Stop motion is the technique. Claymation is stop motion made with clay figures. |
| Pan vs Dolly vs Zoom | A pan rotates the camera, a dolly moves it through space, and a zoom changes the lens. Only the dolly changes perspective. |
| VFX vs Special Effects | VFX are created or altered digitally, mostly in post-production. Special effects are produced physically on set. |
| CGI vs 3D Animation | CGI is any computer-generated imagery, including effects. 3D animation is CGI that is posed and moved over time. |
| Cour vs Season | A cour is a roughly three-month broadcast block of 12–13 episodes. A season can contain one cour or several. |
| Sub vs Dub | A sub keeps the original voices with subtitles. A dub replaces them with new-language voices. |
Animation glossary FAQ
What is an animation glossary (animation dictionary)?
An animation glossary is a reference list of the words animators, studios, and fans use, with short plain-language definitions. This one covers 167 terms across 2D, 3D, stop motion, anime, motion graphics, camera work, production, and AI animation.
What are the 12 principles of animation?
The 12 principles are squash and stretch, anticipation, staging, straight-ahead action and pose-to-pose, follow-through and overlapping action, slow in and slow out, arcs, secondary action, timing, exaggeration, solid drawing, and appeal. They were described by Disney animators Ollie Johnston and Frank Thomas in 1981.
What is the difference between a keyframe and an inbetween?
A keyframe marks an important pose or moment in a movement. Inbetweens are the frames that fill the gaps between keyframes so the motion looks smooth.
What does animating on twos mean?
Animating on twos means each drawing or pose is held for two frames. At 24 frames per second that gives 12 unique images per second, which is common in hand-drawn animation.
What is the difference between 2D and 3D animation?
2D animation is made from flat drawings, shapes, or cutouts. 3D animation uses models posed in a digital 3D space and rendered by a virtual camera.
What is sakuga?
Sakuga is a Japanese term for animation drawing. International fans use it for standout sequences of especially expressive or technically impressive animation.
What is rigging in animation?
Rigging is building a digital skeleton and controls inside a 3D model so animators can pose and move it.
What frame rate is used for animation?
Film and most hand-drawn animation use a 24 fps timeline. TV commonly uses 25 or about 30 fps, and games often run at 30 or 60 fps.
Definitions are written for general understanding; job titles, workflows, and frame rates vary between studios and countries.


