Thursday, January 14, 2010

Tej Kohli's 3D Animation Glossary - J, K and L

Check out Tej Kohli's animation glossary for the alphabets J,K and L. Tej Kohli blog brings you a comrehensive list of animation related words, to help you improve your vocabulary.

Points of articulation between the bones in a character rig.

An image, or set of attributes for a 3D scene, used as a reference point in animation. The artist usually sets up keyframes manually at significant points in the action, and the computer calculates the in between values automatically.

A modelling technique in which a two-dimensional profile is duplicated in rotation around a reference axis, and the duplicates joined up to create a continuous three-dimensional surface. Lathing is particularly useful for creating objects with rotational axes of symmetry, such as plates, glasses, vases or wheels.

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

In a real camera, a lens is a curved piece of glass or other transparent material that focuses light onto the film. Modern 3D software is capable of simulating a variety of optical distortions created by imperfections in real-world lenses, adding realism to the rendered output.

Lens Flare
A bright pattern on an image caused by the reflection and refraction of light within a camera. Although lens flares are actually artefacts of the photographic process, many 3D software packages offer artists the opportunity to add them deliberately in order to increase the realism of rendered output.

A point or volume that emits light onto a 3D object. Types of light supported within 3D packages include Point lights, which emit light in all directions from a single point; Spot lights, which emit light in a cone; Distant or Directional lights, which emit light rays in parallel, illuminating all surfaces within a scene; and Area lights, which emit light from two-dimensional surfaces.

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

A modelling technique in which a continuous three-dimensional surface is created by selecting and
joining multiple two-dimensional cross sections or profiles.

Look Development
The process of developing the look of a 3D scene by compositing separate render passes together in
different permutations.

Low-Poly Modelling
The process of creating simplified models with low polygon counts, usually for use in videogames, where scenes must be rendered in real time, by software with a limited ability to handle complex models.

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