General Animation
Rigging
Cameras / Lighting
Modeling
Shading/Texturing
100

The ability of a character to hold the viewer’s attention and be relatable.

Appeal

100

An object placed inside the skeleton of a character that represents a bone in a rig.

Bone
100

A virtual viewpoint in 3D space that possesses both position and direction, and represents the viewer’s eye.

Camera

100

A simple three dimensional form used as the basis for constructive solid geometry modeling techniques. These include the plane, the cube, the sphere, the cone and the torus.

Primitive

100

A set of attributes that determine the ways in which the surface of a model to which they are applied reacts to light.

Material
200

The display showing the timing of the key frames in a sequence of animation.

Timeline

200

Points of articulation between the bones in a character rig.

Joints
200

A value of framing where the whole subject is relatively small enough to fit the height of the frame.  The entire human body is visible, with the head near the top of the frame and the feet near the bottom.

Long Shot

200

A geometry element formed by connecting three or more vertices.

Polygon

200

An image that is applied to the surface of 3D object to give it detail.

Texture

300

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

Lip Syncing 

300

A character animation technique for controlling the motion of the bones in a chain in which rotations higher in the joint chain affect joints farther down the chain.

Forward Kinematics (FK)

300

A system of CG lighting derived from real world cinematography and photography, in which a scene is illuminated by three light sources.

Three Point Lighting

300

A modeling technique in which a two dimensional outline or profile is duplicated outwards along a linear path, and the set of duplicated profiles joined to create a continuous three dimensional surface.

Extrusion

300

The coordinate system used for assigning textures to polygonal models that must be unwrapped and exported to a paint package for texture painting.

UV's / UV Editing

400

Movement along a straight line in any direction on the X,Y, or Z axis.

Translation

400

The process of binding the surface geometry of a model to the underlying skeleton during rigging.

Skinning / Binding

400

A component of the Three Point Lighting system which acts as the primary source of illumination for the scene.

Key Light

400

(Non-Uniform Rational B-splines) A method of mathematically describing curves and surfaces characterized by the smooth organic forms they produce.

NURBS

400

An image with lighting information based on Tangent space normals, to give low poly objects the illusion of being high detail. It uses an RGB color scheme.

Normal Map

500

Are handles on keys in the graph editor that allow the animator to manipulate the curves between keys.

Tangent

500

The process of determining which bone in a skeleton affects how part of a model’s surface mesh deforms based on its strength.

Skin Weights

500

A shot of someone or something taken from the perspective or camera angle from the shoulder of another person. The back of the shoulder and head of this person is used to frame the image of whatever (or whomever) the camera is pointing toward.

Over the Shoulder

500

An object created by combining/subtracting two objects using mathematical operators.

Boolean

500

A surface property of an object that determines the way in which highlights appear on that surface.

Specularity / Specular Attributes

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