Save
Upgrade to remove ads
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

3D Modelling Anim...

3D Modelling Animation Game Engines Programming Production

DEFINITIONTERM
A 3D structure made up of interconnected vertices, edges and faces, such as a cube or a pyramid. Mesh
A single point in 3D space, defined by its X, Y and Z coordinates. Vertex
A line segment that connects two vertices in a 3D model. Edge
A flat surface enclosed by edges in a 3D model; it can be selected and edited independently. Face/Polygon
A modelling technique that divides polygons into smaller faces to create smoother, more detailed surfaces. Subdivision
The arrangement and connectivity of vertices, edges and faces in a 3D model. Topology
The process of projecting a 3D model's surface onto a 2D plane so that an image or texture can be placed accurately on the model. UV Mapping
Vectors perpendicular to faces or vertices that indicate surface orientation and affect how light and shading are calculated. Normals
The process of using digital sculpting tools to shape and add detail to a mesh, in a way similar to modelling clay. Sculpting
A tool or operation that extends selected vertices, edges or faces to create new geometry. Extrude
The process of rebuilding or optimising a 3D model's mesh to produce cleaner, more efficient topology. Retopology
A panel in which settings for objects, tools, materials, colours, rendering and other features can be viewed and changed. Properties
The process of adding surface detail to a 3D object through textures and material properties such as colour, roughness and normal maps. Texturing
An invisible influence, such as gravity, wind or magnetism, used to affect objects or particles in a physics simulation. Force Field
A digital control system, usually consisting of bones and controllers, used to pose and animate a 2D or 3D model. Rig
An element of a digital skeleton that influences part of a model and allows it to be posed or animated. Bone
The process of binding a 3D mesh to a digital skeleton so that the mesh deforms when the bones move. Skinning
A method in which the positions of a chain of bones are calculated from the movement of an end point, such as a hand or foot. I K
A method in which each bone is rotated or moved in sequence from the parent bone towards the end of the chain. F K
A marker on a timeline that stores an object's value or state at a specific moment in an animation. Keyframe
A visual panel used to organise frames, keyframes and the timing of an animation. Timeline
The process of recording the movements of people or objects and transferring them to a digital character or 3D model. Motion Capture (MoCap)
A stored variation of a model's shape used to create deformations, facial expressions or smooth transitions between forms. Blend Shape
A sequence of animated frames designed to repeat continuously without a noticeable break. Animation Loop
A software framework that provides tools and systems for creating and running video games. Game Engine
Software that simulates physical behaviour, such as gravity, movement, forces and collisions, in a virtual environment. Physics Engine
The part of a game engine that converts scene data into the images displayed on the screen. Rendering Engine
The use of virtual light sources and settings to control how light interacts with 3D surfaces and shapes the appearance of a scene. Lighting
A program that determines how surfaces, pixels or vertices are rendered, including their colour, lighting, shadows and visual effects. Shader
A computer graphics technique that applies a 2D image to the surface of a 3D model to add visual detail without increasing geometric complexity. Texture Mapping
A system that generates and controls many small particles or objects to simulate effects such as smoke, fire, rain or sparks. Particle System
The process of determining when two or more objects in a game or simulation touch or overlap. Collision Detection
The discipline of planning and building the spaces, environments, challenges and gameplay experiences that players explore and interact with. Level Design
The visual and interactive elements through which a player receives information and controls a game, such as menus, buttons, icons and status bars. User Interface (UI)
A software extension that adds new features or functions to an existing program or game. Add-om
A file or section of code that controls behaviour in a game. The term can also refer to a written document containing dialogue and scene directions. Script
The repeating cycle that keeps a game running by processing input, updating the game state and rendering each frame. Game Loop
A named location in memory that stores a value which can be read or changed by a program. Varible
A reusable block of code that performs a specific task and can be called from other parts of a program. A method is a function associated with an object or class. Function/Method
An event activated when a specified condition or action occurs, such as entering an area or clicking an object. Trigger Event
The process of finding, analysing and correcting errors in code. Debugging
The number of individual frames displayed each second. It is measured in frames per second (FPS). Frame Rate
An invisible shape used to determine whether an object or character has been hit or has collided with something. Hitbox
A set of techniques used to control non-player characters and other game systems so that they can make decisions and respond to the player or environment. Artificial Intelligence (AI)
The process of calculating a route that allows a character or agent to move from one point to another while avoiding obstacles. Pathfinding
An ordered collection of values, usually of the same data type, stored under one variable name and accessed by index. Array
A data type that has only two possible values: true or false. Boolean
The main method or entry point from which a program begins execution. Main
The delay between a player's input, such as pressing a button, and the corresponding action appearing on the screen. Input Lag
A technique that uses simpler versions of an object as it moves farther from the camera in order to improve performance. L O D (Level of Detail)
A programming approach based on objects that combine data with the methods that operate on that data. O O P (Object-Oriented Programming)
A visual plan that uses a sequence of drawings, images or panels to show how a scene or story will unfold. Storyboard
A non-interactive sequence, especially in a video game, in which normal gameplay pauses to present a story event or information. Cutscene
The process of creating and designing the locations, settings and surroundings of a game, animation or other visual project. Environment Design
The process of developing the appearance, personality and visual identity of a fictional character, creature or entity. Character Design
Visual artwork created to explore and communicate an idea before it is developed into a final product. Concept Art
A digital resource used in a project, such as a 3D model, texture, sound, animation or script. Asset
A sequence of connected production stages carried out in a specific order to create a final product. Pipeline
An early version of a product or game built to test an idea, feature or design before full development. Prototype
The process in which testers play an unfinished version of a game to evaluate gameplay and identify bugs or other problems. Playtesting
A technical document that describes a software error and provides information that helps developers reproduce and fix it. Bug Report
A visual reference board that combines images, colours, textures, typography and other elements to communicate a desired style or mood. Moodboard
The arrangement and presentation of characters, objects, camera and action within a scene to communicate ideas clearly. Staging
Created by: e_teacher
Popular English Vocabulary sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards