← Animation Glossary

Framing

Framing in animation is like how a painter decides where to put things in their painting. It's all about choosing what to show in each picture or scene, like deciding what part of the story to focus on. Just like when you take a photo and decide what to include in the picture, framing in animation helps tell the story by showing the right things at the right time.

Please note that Framing is not directly applicable to Brush Ninja.

In animation, framing is super important. It’s all about how you set up the shot on the screen. This helps tell the story, create the mood, and keep the audience interested. You’ve got to decide what to include in the shot and how to arrange everything. It’s very similar to composition.

Framing is great for showing emotions and getting reactions from the audience. A close-up shot zooms in on a character’s face or movements, making you feel what they’re feeling. It’s like you’re right there with them. But a wide shot is different - it gives you the big picture, showing the surroundings and relationships between characters.

And framing helps guide the viewer’s eyes. By putting things in certain spots on the screen, animators can make sure you see what’s important. They can even make the scene feel like it’s moving in a certain direction.

There are lots of framing tricks to play with. For instance, Dutch angles can be used to convey tension or disorientation, while symmetrical framing can create a sense of balance within a composition. Plus, moving the camera around with tracking shots or zooms adds energy and excitement.

So, framing isn’t just about making things look good. It’s about making you feel something and keeping you hooked on the story. Mastering framing is key for animators to make awesome, immersive worlds that people love.

Animation Terms

2

2D Animation

3

3D Animation

A

Alpha Channel

Ambient sound

Animation

Anti-Aliasing

Anticipation

Aspect Ratio

B

Bezier Curve

Bitmap

Blue Screen

Bone Animation

Bounce

Broadcast Standards

C

Camera Angle

Camera Shake

Casting

Cel Animation

Character Animation

Character Design Sheets

Cinematic lighting

Claymation

Clean-up

Close-up

Color Correction

Color Grading

Compositing

Composition

Concept Art

Continuity editing

Cross-cutting

Cut

Cutout nimation

D

Depth of Field

Dialogue

Dissolve

Distributed Rendering

Dolby Atmos

Dope Sheet

Dutch Angle

E

Easing

Emitter

Exaggeration

Eyedropper

F

Foley

Follow through

Forward Kinematics

Frame Rate

Frame

Framing

Freeze Frame

G

Ghosting

GIF File Format

Golden Ratio

Graph Editor

H

High key lighting

Hue and Saturation

I

Inertia

Infographic Animation

Inverse Kinematics

J

Joint

JPEG File Format

Jump cut

K

Keyframe Interpolation

Keyframe

Kinetic typography

L

Layers

Lens distortion

Level of Detail

Lighting

Line of action

Lip syncing

Low key lighting

M

Match cut

Matte painting

Montage

Morphing

Motion blur

Motion capture

Motion graphics

Motion path

Motion trail

Mouth shapes

MP3 File Format

MP4 File Format

N

Network rendering

Non-linear editing

O

Occlusion culling

Onion skinning

Overlapping action

P

Pan

Parallel rendering

Particle system

Persistance of Vision

Phonemes

Playback speed

Plot

PNG File Format

Pose-to-pose animation

Props

Puppet animation

R

Render farm

Rendering

Resolution

Rigging

Rotoscoping

Rule of thirds

Run cycle

S

Safe zone

Scene

Score

Screenplay

Script

Shot

Silhouette

Skeletal animation

Slow Motion

Smears

Sound Design

Sound effects

Soundtrack

Special Effects

Split screen

Squash and Stretch

Staging

Stop Motion Animation

Storyboard

Straight-ahead Animation

T

Time Remapping

Timeline

Timing

Title Card

Title Sequence

Tracking shot

Tweening

V

Vector graphics

Visemes

Voice acting

Voice-over Narration

W

Walk cycle

WebM File Format

Weighting

Wide shot

Z

Z-depth

Zoom

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