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  2. Walk cycle - Wikipedia

    en.wikipedia.org/wiki/Walk_cycle

    Walk cycles can be broken up into four key frames: the forward contact point, the first passing pose, the back contact point, and the second passing pose. 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

  3. Blocking (animation) - Wikipedia

    en.wikipedia.org/wiki/Blocking_(animation)

    Blocking is an animation technique in which key poses are created to establish timing and placement of characters and props in a given scene or shot. [1] This technique is most commonly used in 3D computer animation, where it is sometimes referred to as Stepped animation.

  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:Walk-cycle-poses.jpg - Wikipedia

    en.wikipedia.org/wiki/File:Walk-cycle-poses.jpg

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  6. Pose to pose animation - Wikipedia

    en.wikipedia.org/wiki/Pose_to_pose_animation

    Pose to pose is a term used in animation, for creating key poses for characters and then inbetweening them in intermediate frames to make the character appear to move from one pose to the next. Pose-to-pose is used in traditional animation as well as computer-based 3D animation. [ 1 ]

  7. Inbetweening - Wikipedia

    en.wikipedia.org/wiki/Inbetweening

    The process of inbetweening in traditional animation starts with a primary artist, who draws key frames to define movement. After the testing and approval of a rough animation, the scene is passed down to assistants, who perform clean-up and add necessary inbetweening.

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  9. Computer facial animation - Wikipedia

    en.wikipedia.org/wiki/Computer_facial_animation

    The generation of facial animation data can be approached in different ways: 1.) marker-based motion capture on points or marks on the face of a performer, 2.) markerless motion capture techniques using different type of cameras, 3.) audio-driven techniques, and 4.) keyframe animation.