• Rendering In 2D drawn animation: Rendering is the process of adding animated texture to artwork.
  • Rendering In CGI: Rendering is the process of out-putting a shot as a sequence of images and is the final stage of the computer production process.
  • Rotoscope (In 2D drawn animation): Rotoscope can be used to describe a technique which utilises live action 'trace-offs' as a style of animation
  • Rotoscoping (aka Tracing Off): In 2D drawn animation, Rotoscoping is the process of tracing off live action images, taking whatever is required from each frame. These 'trace-offs' can provide reference for movement or establish the points at which the animation interacts with, or matches to, the live action.
  • Rotoscoping (In CGI): Rotoscoping is the process of tracing elements of live action images - characters, objects or backgrounds - frame by frame. The tracing is done with a vector line in order to obtain a sharp, clean matte. Mattes are needed to allow the final images to be manipulated and composited without affecting the rest of the frame. The technique is also used to make changes and fix mistakes; eg. a live action character has been shot with a red hat but now it has to be changed to green. A Roto Artist can trace every frame of the hat to enable the Compositor to change the colour.
  • Rolling: Rolling four or five drawings between the fingers in order to view movement while drawings are anchored to the peg bar.
  • SECAM: Sequential Couleur a Memoire. French Television and Video format, also used in some Eastern European countries. Plays at 25 frames or 50 fields per second.
  • Scene or Shot? This can be a source of some confusion. In most, but not all, 2D drawn animation (including feature films, television series, shorts and commercials, etc), a scene is the footage between two cut points; the camera angle or amount of background usually changes with every scene. However, most CGI projects have adopted the live action interpretation of the word; a scene is the action that takes place in a single location and can be composed of several shots. So a shot can also be the footage between two cut points and there can be as many shots as are necessary to make up a scene. In this case, a scene usually takes place in a single environment but there may be several cuts (shots), changing angles, close-ups, long shots, etc.
  • Sequence (see also 'Scene or Shot?'): Animation has traditionally been made up of scenes and Sequences. A sequence is a section of the film, made up of as many scenes as are necessary to tell that section of narrative.
  • Singles (aka Ones): Creating one image for every frame, which means 24 frames per second for film projection or 25 frames per second for UK television. There can be several reasons for choosing to work on singles: if the action is very fast, or the camera is panning, or the lip synch is crucial, or the animation is matching to live action or CG backgrounds that are moving every frame. Animating on singles takes longer but produces smoother movement.
  • Slow in/Slow out: If starting a movement from a hold or a stop, it is likely that there will be a gradual increase in the speed of the action (Slow out) to overcome inertia. Equally, at the end of a movement, the action slows to a stop (Slow in) – unless the action is hitting something like a brick wall and has to stop instantly.
  • Squash and Stretch: Any animate object or character can contract and extend to enhance a performance, improve timing, give elasticity and, often, to create humour. The 'Squash' extreme is a flattened pose and the 'Stretch' extreme is the same form in an exaggeratedly extended pose. But the volume should remain constant. In most cases, an in-animate object will not squash and stretch unless there is an implication that the object is alive.
  • Stagger: Drawn or computer generated vibration
  • Stagger Cycle: A 'cycle' of drawings or images that give the impression of vibrating movement.
  • Straight Ahead: Animated movement created by a sequence of consecutive images as opposed to keys and inbetweens. Most often used for fast action.
  • Strobing: As a result of certain incorrect camera speed to image size ratios, a blurred effect is created. This is Strobing and usually occurs when the camera is panning. It can be seen in all forms of film. In animation, it is sometimes caused by panning the camera on 'singles' but animating the action on 'doubles'. A similar effect can be created by moving the camera in or out on 'singles' over action that has been animated on 'doubles'.
  • Threes: Creating one image to be exposed for three frames of film. This can be used when there is very little movement otherwise it can read as jerky animation.
  • Timing (used in the context of Animation): Timing relates to the number of images required to create an action. The more images per action, the slower that action will be; and, conversely, the fewer images there are, the faster the action will be.
  • Timing (used in the context of Direction and Planning): Timing relates to the structure of scene or sequence. It is what establishes action and performance, and paces the overall narrative.
  • Trace back: Any part of a drawing that has not moved from the previous pose is traced very accurately on to the next drawing(s). This is always 'traced back' from the first drawing in the sequence to make sure it remains as steady as possible. This is done when it is more practical to trace back rather than introduce an additional held level.
  • Tracing off (aka 'Rotoscoping'): Tracing elements of live action frames, either as reference or to define areas to which animation has to match.
  • Track Breakdown: The soundtrack is broken down by the Editing Department to let the animator know what sound is happening on each frame of film. This may include a phonetic breakdown for dialogue and a beat breakdown for music and sound effects if animation needs to synch to the soundtrack.
  • Track in or Track out (Truck in or Truck out in America): Moving the camera in or out.
  • Turnaround: A page of sample poses of a character or a prop, drawn from several positions of a 360 degree rotation.
  • Tweening: An abbreviation of Inbetweening, it refers to the middle pose or drawing between a breakdown and a key, or between two keys. More likely to be called Inbetweening in 2D drawn animation.

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