Animation Terms

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.

  • 167 terms
  • 10 categories
  • Updated

Jump to: Frame rate cheat sheet · Commonly confused terms · FAQ

Search a term, an alternate name like “tweening”, or a Japanese word like “genga”.

Category

Showing 167 of 167 terms

0–9

12 Principles of Animation

12 PrinciplesBeginner

Also 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 & FilmAdvanced

A 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 & TraditionalBeginner

Animation 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 & CGIBeginner

Also 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.

See also: CGI, Rigging, Rendering

A

ADR

Production PipelineAdvanced

Also 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.

See also: Seiyuu, Lip Sync

AI Inbetweening

AI & GenerativeAdvanced

Using 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 & VFXIntermediate

An extra image channel that stores transparency, letting a graphic or animation sit cleanly over other footage.

See also: Compositing, Masking

Animatic

Production PipelineIntermediate

Also 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

FundamentalsIntermediate

Also 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

FundamentalsBeginner

The 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 & CGIIntermediate

A separate layer of keyframes added on top of existing animation so adjustments can be made without changing the original.

See also: Keyframe, Polish

Animation Pipeline

Production PipelineIntermediate

Also 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 & CGIAdvanced

A 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 & IndustryBeginner

Animation 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 PrinciplesBeginner

A 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.

See also: Timing, Staging

Appeal

12 PrinciplesBeginner

The 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 PrinciplesBeginner

Most natural movements follow curved paths rather than straight lines. Animating along arcs makes motion look organic.

See also: Breakdown, Graph Editor

Armature

Stop MotionIntermediate

A 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 & FilmBeginner

The ratio of an image’s width to its height, such as 16:9 or 4:3.

See also: Field of View

B

Baking

3D & CGIAdvanced

Also 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 & IndustryAdvanced

Also 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 & CGIIntermediate

Also 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.

See also: Lip Sync, Viseme, Skinning

Blocking

3D & CGIIntermediate

The 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 & TraditionalAdvanced

The 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

FundamentalsIntermediate

A 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.

See also: Keyframe, Arcs, Inbetween

C

Cel

2D & TraditionalBeginner

Also 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 & CGIIntermediate

Also 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 & CGIBeginner

Also 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 PipelineBeginner

Creating 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 & VFXBeginner

Also 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 MotionBeginner

Also 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 & TraditionalIntermediate

Also 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 & FilmBeginner

Also 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 & VFXIntermediate

Combining 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 PipelineBeginner

Illustrations that explore the look and mood of characters, environments, and props before final designs are chosen.

See also: Character Design, Pre-Production

Constraint

3D & CGIAdvanced

A 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 PipelineIntermediate

Also called: Hook-up

Keeping details such as positions, props, lighting, and costumes consistent from shot to shot.

See also: Layout, Dailies

Control Rig

3D & CGIIntermediate

Also 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 & IndustryIntermediate

A broadcast block of about three months, typically 12 to 13 episodes. A series may run for one cour, two, or more.

See also: Anime, Simulcast

Cut (Anime)

Anime & IndustryIntermediate

Also 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 & FilmBeginner

Also called: Cut

An instant transition from one shot to the next.

See also: Dissolve, Match Cut

Cutout Animation

2D & TraditionalIntermediate

Animation 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

FundamentalsBeginner

Also 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 PipelineIntermediate

Also called: Rushes

Review sessions, or clips, of the latest work shown to directors and supervisors for feedback.

See also: Retake, Polish

Demo Reel

Production PipelineBeginner

Also 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 & FilmIntermediate

Also 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 & GenerativeIntermediate

A 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 & FilmIntermediate

Also 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 & FilmIntermediate

Also 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”.

See also: Genga, Inbetween, Clean-Up

Dutch Angle

Camera & FilmIntermediate

Also called: Dutch tilt

A camera tilted off the horizontal so the horizon is slanted, used to suggest tension or disorientation.

See also: Tilt, Staging

Dynamic Simulation

3D & CGIIntermediate

Also 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

FundamentalsIntermediate

Also 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 & FilmBeginner

A wide shot, usually at the start of a scene, that shows where the action takes place.

See also: Close-Up, Staging

Exaggeration

12 PrinciplesBeginner

Pushing 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 & TraditionalIntermediate

Also 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.

See also: Timing, Frame

F

Field of View

Camera & FilmIntermediate

Also 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 & IndustryBeginner

Episodes or arcs not based on the source manga or light novel, often made when an adaptation catches up to its source material.

See also: Anime, Cour

Focal Length

Camera & FilmIntermediate

The 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 PipelineAdvanced

Custom 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 PrinciplesIntermediate

Parts 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 & CGIIntermediate

Also 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

FundamentalsBeginner

A 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 & GenerativeIntermediate

Also 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

FundamentalsBeginner

Also 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 & TraditionalBeginner

Creating 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 & GenerativeBeginner

Also 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 & VFXBeginner

Also 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 & CGIAdvanced

A 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 MotionAdvanced

A 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 & CGIIntermediate

Also 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

FundamentalsBeginner

A 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 & GenerativeBeginner

Also 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

FundamentalsBeginner

Also 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

FundamentalsIntermediate

The 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 & CGIIntermediate

Also 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 & IndustryIntermediate

Also 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 & IndustryIntermediate

The main promotional illustration for an anime, used on posters and announcements and often revealed before the series airs.

See also: Anime, Character Design

Keyframe

FundamentalsBeginner

Also 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 & VFXIntermediate

Animating text so its movement, timing, and style express meaning or emotion, often synced to audio.

See also: Motion Graphics, Easing

L

Layout

Production PipelineIntermediate

Also 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 & IndustryIntermediate

A 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

FundamentalsIntermediate

An 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

FundamentalsIntermediate

Also 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 & GenerativeAdvanced

Low-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 & VFXAdvanced

A 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 & VFXIntermediate

Also 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 & FilmAdvanced

A cut between two shots linked by a similar shape, movement, or composition.

See also: Cut (Editing), Dissolve

Matte Painting

Motion Graphics & VFXAdvanced

A 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 & TraditionalBeginner

Also 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 & CGIBeginner

Building the 3D shape of a character, prop, or environment, usually as a mesh of polygons.

See also: Rigging, Texturing and Shading

Morphing

Motion Graphics & VFXIntermediate

Smoothly transforming one image or shape into another by blending the two.

See also: Blend Shapes, VFX

Motion Blur

Motion Graphics & VFXIntermediate

Streaking 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 & CGIIntermediate

Also 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 MotionAdvanced

Also 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 & VFXBeginner

Also 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 & VFXIntermediate

Also 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

FundamentalsIntermediate

A 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 & TraditionalAdvanced

A camera setup that shoots several layers of artwork placed at different distances, moving them at different speeds to create depth and parallax.

See also: Parallax, Cel

N

Negative Prompt

AI & GenerativeIntermediate

Text describing what a generative model should avoid, supported by some tools.

See also: Prompt, Seed

O

ONA

Anime & IndustryIntermediate

Also called: Original net animation

Original net animation: anime made for online release, often on streaming platforms, rather than for TV.

See also: OVA, Simulcast

Onion Skinning

2D & TraditionalBeginner

Also 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 & IndustryIntermediate

Also 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.

See also: ONA, Anime

Overshoot

FundamentalsIntermediate

Also 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 & FilmBeginner

Also called: Panning

Rotating the camera horizontally from a fixed position to follow action or reveal a space.

See also: Tilt, Whip Pan

Parallax

Motion Graphics & VFXIntermediate

The 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 & VFXIntermediate

A 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

FundamentalsBeginner

A 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 PipelineAdvanced

The 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 MotionAdvanced

Stop motion that uses live people or animals as the animated subject, moved in small steps between photographs.

See also: Stop Motion

Polish

3D & CGIIntermediate

Also called: Refine

The final animation pass, where small timing issues, overlaps, and details are cleaned up before a shot is approved.

See also: Splining, Retake

Pose-to-Pose

12 PrinciplesBeginner

Planning 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 PipelineBeginner

Everything 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 PipelineBeginner

The planning stage before animating: story, script, character design, storyboards, and schedules.

See also: Storyboard, Concept Art, Animation Pipeline

Previs

Production PipelineAdvanced

Also called: Previsualization

Rough, low-detail animation of scenes made before final production to plan camera, staging, and effects.

See also: Animatic, Layout

Prompt

AI & GenerativeBeginner

The text, and sometimes images, given to a generative model to describe the result you want.

See also: Negative Prompt, Reference Image

Puppet Animation

Stop MotionIntermediate

Animation of articulated puppets, usually filmed frame by frame in stop motion.

See also: Armature, Stop Motion

R

Reference Image

AI & GenerativeIntermediate

Also 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 & CGIIntermediate

A network of computers that share the work of rendering frames so large projects finish faster.

See also: Rendering

Rendering

3D & CGIBeginner

Also 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 MotionAdvanced

Stop 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 PipelineIntermediate

A request to fix or redo a shot after review, or the revised shot itself.

See also: Dailies, Polish

Retargeting

3D & CGIAdvanced

Transferring 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 & CGIIntermediate

Also 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 & CGIAdvanced

Movement 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 & TraditionalIntermediate

Also 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 PipelineIntermediate

Loose early drawings of animation that focus on movement and acting rather than clean lines.

See also: Clean-Up, Keyframe

Rule of Thirds

Camera & FilmIntermediate

A 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 PrinciplesIntermediate

A 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.

See also: Staging, Appeal

Seed

AI & GenerativeIntermediate

A 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

FundamentalsIntermediate

The 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 & IndustryBeginner

Releasing 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 & CGIIntermediate

Also 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 PrinciplesBeginner

Placing 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.

See also: Easing, Spacing

Smear Frame

FundamentalsIntermediate

Also 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 PrinciplesIntermediate

Giving 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

FundamentalsIntermediate

The 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.

See also: Timing, Easing

Splining

3D & CGIAdvanced

The pass after blocking in which stepped keys are converted to smooth curves and refined so movement flows between poses.

See also: Blocking, Polish

Sprite Sheet

Motion Graphics & VFXIntermediate

Also 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 PrinciplesBeginner

Deforming 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 PrinciplesBeginner

Presenting 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 MotionBeginner

Also 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 PrinciplesIntermediate

Animating 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 & GenerativeAdvanced

Applying the visual look of one image or style to another image or video.

See also: Video-to-Video, LoRA

Sub vs Dub

Anime & IndustryBeginner

Also called: Subbed, Dubbed, Dubbing

A sub keeps the original audio and adds subtitles; a dub replaces the voices with a new-language recording.

See also: Simulcast, Seiyuu

Synthetic Media

AI & GenerativeIntermediate

Also 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 & GenerativeAdvanced

Also 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 & GenerativeBeginner

Also called: T2V

Generating a video clip from a written prompt.

See also: Image-to-Video, Prompt

Texturing and Shading

3D & CGIBeginner

Also 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.

See also: Modeling, Rendering

Tilt

Camera & FilmBeginner

Rotating the camera vertically, up or down, from a fixed position.

See also: Pan, Dolly

Timing

12 PrinciplesBeginner

The 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 & TraditionalBeginner

Also 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 PipelineIntermediate

Also 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 & GenerativeIntermediate

Also 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 & TraditionalBeginner

Images 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 & VFXBeginner

Also 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 & GenerativeIntermediate

Also called: V2V

Using AI to transform existing footage, for example by changing its visual style.

See also: Image-to-Video, Style Transfer

Viseme

FundamentalsAdvanced

A 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

FundamentalsIntermediate

A 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.

See also: Cycle, Keyframe, Weight

Weight

FundamentalsIntermediate

The 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 & FilmAdvanced

Also 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.

Typical frame rates by medium (practice varies by studio and project)
MediumTypical rateNotes
Cinema / feature film24 fpsThe long-standing film standard.
Hand-drawn animation24 fps timeline, usually drawn on twosAbout 12 unique drawings per second; fast action may go on ones.
TV anime24 fps timeline, often drawn on threes or moreFewer unique drawings per second is a key part of limited animation.
TV and video (PAL regions)25 fpsCommon 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 recordings24–60 fps30 and 60 are the most common choices.
Games30, 60, or higherAnimation is often authored at 30 fps and played back at the game’s frame rate.
Stop motion12–24 fpsOften 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.

Commonly confused animation terms
TermsThe difference
Keyframe vs Breakdown vs InbetweenA keyframe sets a key moment; a breakdown defines how the motion travels between keys; an inbetween fills the remaining frames.
Tweening vs InterpolationTweening is the act of creating frames between keys. Interpolation is the math software uses to calculate those in-between values.
FK vs IKFK rotates joints from the top of the chain down. IK moves the end of the chain and solves the joints for you.
Genga vs DougaGenga are the key drawings; douga are the cleaned-up lines and inbetweens that complete them.
Rotoscoping vs Motion CaptureRotoscoping traces over recorded footage; motion capture records performer movement as data to drive a digital character.
Claymation vs Stop MotionStop motion is the technique. Claymation is stop motion made with clay figures.
Pan vs Dolly vs ZoomA pan rotates the camera, a dolly moves it through space, and a zoom changes the lens. Only the dolly changes perspective.
VFX vs Special EffectsVFX are created or altered digitally, mostly in post-production. Special effects are produced physically on set.
CGI vs 3D AnimationCGI is any computer-generated imagery, including effects. 3D animation is CGI that is posed and moved over time.
Cour vs SeasonA cour is a roughly three-month broadcast block of 12–13 episodes. A season can contain one cour or several.
Sub vs DubA 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.