There are many industry terms used on the Digital
Dailies postings which may seem foreign to those not directly
involved in computer animation. All professions (lawyers, doctors,
publishers, etc.) have their own jargon and the field of animation
is no exception. Since the information posted is what is actually
exchanged by those working on the feature film, Delgo,
you will undoubtedly be confused by some of the nomenclature.
In an effort to minimize the confusion, we have constructed a
small glossary of terms that you may see used on the postings.
If there are any terms we inadvertently left out, please let
us know and we will add them.
Bump map - A texture map that modifies the
surface normals to provide the appearance of bumps on the surface.
CV - Control Vertex. A CV is a point that
controls the shape of a curve or surface.
Depth map - A depth map is commonly used when referring
to shadows and how they are calculated. It is a type of shadow
map generation that outputs an image map of a determined size
from the view of each light. This map is then projected back through
the light to make the shadows "appear" on the rest of
the objects.
Expressions - a command or series of commands that creates
relationships between different elements in a 3D scene, usually
to automate animation or properties. for example, a simple expression
can make a wheel rotate automatically as a 3D car moves down a
road.
Geometry - A 3D model or part of a 3D model. The computer
uses mathematic geometry to create the illusion of shape and depth.
If at least 3 points in 3D space are connected, the computer can
compute geometry.
Keyframe - A frame in the animation timeline where the
computer is told to remember certain information.
Influence objects - objects that can be used to aid in
the deformation of other objects, creating effects like bulging
muscles.
Locators - a 3D marker in space, it acts as a reference
point for calculations or a handle to control other objects and
values.
Maps - A map is a digital file that can be attached to
shaders, lights, etc. Most common types are texture map, and shadow
map.
Maya - The name of the off-the-shelf software we are using
to create our film. Made by Alias/Wavefront.
Model - a 3 dimensional object as defined by 3d software.
The process of sculpting digitally is called "modeling".
Nurbs - Non-uniform rational B-spline: curves, patches,
surfaces, and so on. NURBS are a superset of conics, splines,
Beziers. They are parametric polynomial curves, and are particularly
suited for modeling in 3D as they provide excellent continuity
with a minimum number of control points.
Particles - Particles are points you display as dots,
streaks, spheres, blobby surfaces, or other items. You can animate
the display and movement of particles with various techniques,
for instance, keys, expressions, and fields such as gravity.
Polys or polygons - A polygon is an n-sided shape defined
by a group of ordered vertices and the edges that are defined
between pairs of those vertices.
Shaders - A shader specifies the material and lighting
of a surface for rendering.
Specular - an aspect of a shader type that defines the
color and nature of a highlight.
Subdivisions - numerical factor that determines the density
that a surface is calculated at. Higher subdivision amounts allow
more detailed contouring.
Surface Normals - In polygonal modeling, a normal refers
to a directional line perpendicular to a surface.
Tesselation - the general amount of polygons in an object.
If a model does not have high enough tesselation it may appear
jagged.
UV - A UV reference is similar to geographic references--such
as a street address or a pair of latitude and longitude coordinates--this
allows Maya(our software package) to identify the appropriate
location when projecting a texture map onto the object.
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