← Animation Glossary

Joint

A joint in animation is a hinge that connects two parts of a character's body, like an elbow or a knee. Joints help the character move realistically and make it easier for animators to create lifelike movements.

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

Joints in animation are very similar to joints in the real world, they are the foundation of movement and articulation. They are the points where two or more bones connect to create a range of motion that makes characters come to life.

  • Ball-and-socket joints are one of the most commonly used joints in animation. These joints allow for a wide range of motion in all directions. In simpler terms, they allow characters to move their limbs in several directions, making it possible to create complex movements like dancing or fighting. These joints are commonly used for shoulder and hip joints, as they need to have a broad range of motion.
  • Hinge joints, on the other hand, only allow for bending and straightening movements like a door hinge. Since they only move in one direction, hinge joints are commonly used for joints that only need to perform limited movements like fingers or toes.
  • Pivot joints allow for rotation around a fixed point, similar to how the head rotates on the neck. These types of joints are commonly used for areas that require rotational movement like necks or ankles.

Animating joints involves manipulating the position and rotation of each bone in relation to its neighboring bones. Animators use software programs like Autodesk Maya or Blender to create these movements. They manipulate the values associated with each joint to enable different kinds of movement and control how much weight is given to each movement.

Joints play an integral role in creating realistic movement in animated characters. Without them, characters would be stiff and unable to perform even the most basic movements. Animators have mastered the art of animating joints so that they create fluid movements that look natural and realistic.

Animating joints is an essential part of creating animated characters that seem lifelike. The different types of joints available provide animators with versatile tools that can be manipulated using software programs like Autodesk Maya or Blender. Therefore, it is safe to say that without joints, any animation project would fall short of its goal.

Animation Terms

2

2D Animation

3

3D Animation

A

Alpha Channel

Animation

Anti-Aliasing

Anticipation

Aspect Ratio

B

Bezier Curve

Bitmap

Blue Screen

Bone Animation

Bounce

Broadcast Standards

C

Camera Angle

Camera Shake

Cel Animation

Character Animation

Character Design Sheets

Claymation

Clean-up

Color Correction

Compositing

Composition

Concept Art

Cutout nimation

D

Depth of Field

Dialogue

Distributed Rendering

Dope Sheet

E

Easing

Emitter

Exaggeration

Eyedropper

F

Foley

Follow through

Forward Kinematics

Frame Rate

Frame

Freeze Frame

G

Ghosting

GIF File Format

Golden Ratio

Graph Editor

H

Hue and Saturation

I

Inertia

Infographic Animation

Inverse Kinematics

J

Joint

JPEG File Format

K

Keyframe Interpolation

Keyframe

Kinetic typography

L

Layers

Lens distortion

Level of Detail

Lighting

Line of action

Lip syncing

M

Matte painting

Morphing

Motion blur

Motion capture

Motion graphics

Motion path

Motion trail

Mouth shapes

MP3 File Format

MP4 File Format

N

Network rendering

O

Occlusion culling

Onion skinning

Overlapping action

P

Parallel rendering

Particle system

Persistance of Vision

Phonemes

Playback speed

Plot

PNG File Format

Pose-to-pose animation

Puppet animation

R

Render farm

Rendering

Resolution

Rigging

Rotoscoping

Rule of thirds

Run cycle

S

Safe zone

Scene

Screenplay

Script

Shot

Silhouette

Skeletal animation

Slow Motion

Smears

Sound Design

Soundtrack

Special Effects

Squash and Stretch

Staging

Stop Motion Animation

Storyboard

Straight-ahead Animation

T

Time Remapping

Timeline

Timing

Title Card

Title Sequence

Tweening

V

Vector graphics

Visemes

Voice acting

W

Walk cycle

WebM File Format

Weighting

Z

Z-depth

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