← Animation Glossary

Ghosting

Ghosting in animation is a technique where a semi-transparent or faded copy of an object or character is created and moved slightly out of sync with the original. This creates a ghost-like effect that makes the animation look smoother and more fluid.

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

Ghosting in animation, stemming from the persistence of vision, can be intentional for motion blur or stylistic effects, or unintentional due to timing inconsistencies. In anime, it’s regulated to prevent epilepsy triggers, leading to dimming or subtle ghosting effects.

  • Ghosting in animation is caused by the persistence of vision.
  • Animators intentionally use ghosting for motion blur or stylistic effects.
  • Unintentional ghosting results from timing inconsistencies.
  • In anime, ghosting is regulated to prevent epilepsy triggers.
  • Regulations introduced after a Pokémon episode caused seizures in children.
  • Dimming is a technique to reduce brightness and prevent seizures.
  • Home media versions often feature unedited animations without ghosting.

What is Ghosting in Animation and Anime?

Ghosting in animation is the phenomenon where objects leave faint trails as they move, intentional for effects or unintentional due to timing errors. In anime, it’s regulated to prevent seizures, resulting in dimming or subtle ghosting.

Ghosting is a common visual phenomenon in animation that is caused by the “persistence of vision”. This effect occurs when an object or character appears to have a faint remnant trail following it as it moves across the screen. Animators can use ghosting intentionally to create stylistic effects or unintentionally when there are inconsistencies in the timing of movements.

One way that animators can use ghosting intentionally is to create a motion blur effect. This technique is often used in action scenes to give the impression of speed and movement. By adding a slight blur to fast-moving objects, animators can create a more dynamic and exciting scene. The amount of ghosting used in this effect will depend on the desired level of realism or stylization.

What is Ghosting in Anime?

Ghosting in anime is a similar effect for a different reason. Anime Ghosting is a response TV regulations that aim to prevent epilepsy triggers. This can lead to “ghosting” on screen, which varies from subtle to quite noticeable. The regulation was introduced in 1997 after a Pokemon episode (Episode 38, Electric Soldier Porygon) caused seizures in 685 Japanese children. The episode was later banned from airing in Japan.

A similar effect is Dimming which was introduced in 2013. Dimming is a response to the same regulations, but it is less noticeable than ghosting. Dimming is a technique that reduces the brightness of the screen to prevent epilepsy triggers. This can lead to a dimmer image, which is less noticeable than ghosting.

Generally the only way to see the unedited animations is to buy the home media versions on DVD or Blu-ray. These versions are not subject to the same regulations as TV broadcasts and are therefore not subject to the same restrictions.

Ghosting Effect

Another way that animators can use ghosting intentionally is to create a dream-like effect. This technique is often used in more surreal or abstract animations where the goal is to evoke an emotional response rather than depict reality accurately. By using ghosting to create ethereal or otherworldly effects, animators can engage the audience’s imagination and create a more immersive experience.

However, unintentional ghosting can occur when there are inconsistencies in the timing of movements or not enough time between frames. This can result in distracting visual artifacts that detract from the overall quality of the animation. To avoid unintentional ghosting, animators must ensure that each frame has enough time to be fully displayed before moving onto the next one. They must also pay close attention to the timing of movements and make sure that they are consistent throughout the animation.

Ghosting is a common visual phenomenon in animation that can be used intentionally or unintentionally. When used intentionally, ghosting can be a powerful tool for creating stylistic effects or evoking emotional responses from the audience. However, unintentional ghosting can detract from the overall quality of an animation and should be avoided through careful attention to timing and consistency. With proper technique and attention to detail, animators can use ghosting to create stunning and memorable animations that captivate and inspire their audiences.

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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