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V-3.02 companim
| Term | Definition |
|---|---|
| Persistence of vision | the way our eyes retain images fo split second longer than they actually appear which makes quick flashes of images appear as one continuous motion. Example: Flipbooks |
| Advertising | used to catch attention, such as banners on websites. |
| Entertainment | films, games, virtual reality. |
| Selling | showcasing products, services or instructions |
| Teaching | illustrating concepts or process |
| Training | simulations, presentations, etc. |
| Frame by Frame Animation | the rapid display of a sequence of still images that create the optical illusion of movement. |
| Stop Motion Animation | manipulating real-world objects and photographing them one frame at a time. Example: Claymation |
| Morphing | transforming one object into another |
| Path Based Animation | also called vector animation where the computer tweens, or creates the frames, to move the object along the path. |
| Stage | part of program where the content is created and manipulated |
| Library | used to store frequently used assets such as graphics and audio |
| Timeline | used to organize the content over time |
| Frame | in individual image in an animation |
| Keyframe | indicates where an actor is to occur |
| Layers | the timeline can be divided into different layers to give the author more control over different elements such as sound and text |
| Playhead | the marker in the timeline that shows which frame is the current frame as the animation plays. |
| Scrubbing | dragging the Playhead across the timeline in order to preview the animation |