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V-3.02 CompAnim
Vocab
| Term | Definition |
|---|---|
| Persistence of vision | The way our eyes retain images for a 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 processes. |
| 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- word 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 | One individual image in an animation. |
| KeyFrame | Indicates where an action 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. |