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  2. Walk cycle - Wikipedia

    en.wikipedia.org/wiki/Walk_cycle

    Frames that are drawn between these key poses (traditionally known as in-betweens) are either hand-drawn or interpolated using computer software. Key frames of a walk cycle Besides the apparent move of the legs, many more details are necessary for a convincing walk cycle, like animation timing, movement of the arms, head and torsion of the ...

  3. Motion interpolation (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Motion_Interpolation...

    However, scaling their lengths of time to be equivalent is not sufficient for interpolation. This is because the slow walking motion is not simply an elongation of the happy walking motion. These motions must have their walk cycle key frames aligned, so that at a given generic time, both motions make a forward point contact. [1]

  4. Key frame - Wikipedia

    en.wikipedia.org/wiki/Key_frame

    In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called frames because their position in time is measured in frames on a strip of film or on a digital video editing timeline.

  5. File:Walking gait cycle.png - Wikipedia

    en.wikipedia.org/wiki/File:Walking_gait_cycle.png

    Walking_gait_cycle.png (703 × 226 pixels, file size: 230 KB, MIME type: image/png) This is a file from the Wikimedia Commons . Information from its description page there is shown below.

  6. Smear frame - Wikipedia

    en.wikipedia.org/wiki/Smear_frame

    Frames 2–4 are smear frames, those being elongated inbetweens. In animation, a smear frame is a frame used to simulate motion blur. Smear frames are used in between key frames. [1] This animation technique has been used since the 1940s. [1] Smear frames are used to stylistically visualize fast movement along a path of motion. [2] [3] [4]

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  8. Computer animation - Wikipedia

    en.wikipedia.org/wiki/Computer_animation

    Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used with or without that virtual skeleton.

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