A. 3D animation vocabulary
1. Primitives – The simplest, most basic objects like sphere, cylinder, and box. Can be used as-is or you can reshape them to create more complex object.
2. Resources – fully constructed 3D objects, unfinished materials, lighting schemes, animations and deformations.
3. Catalog – an easy method for adding resources to a scene and especially to group them.
4. Scene explorer – another way to add resources to a scene and especially to group them.
5. Transformation – the moving of an object from one place to another over time.
6. Deformation – the changing of an objects shape over time.
7. Material – the texture that covers an object also could be referred to as the “skit” of an object.
8. Tiling – one way you can map a material to an object also sometimes referred to “mapping” a “skin” to an object.
9. Wire frame – a structural outline of an animation object.
10. Frames – an animation holder in a timeline (one picture in an animation sequence).
11. Ray tracing – Computer process that calculates the path, color, and other characteristics of each light ray as it is reflected by the objects in the scent.
12. Group – putting together two or more primitives to create a new object.
13. Non-perspective – a view that only shows two of the axes at once.
14. Aiming Point – the point that the camera always looks at when you change or move view around.
15. Large lens angles – wide-angle effects with increased perspective.
16. Small lens – angle produced a telephoto effect.
17. Point light – a light that shines in all directions
18. Spot light – a cone of light used to illuminate specific areas.
19. The four camera views – camera view, top view, side view, and frontview
B. Here is an example animation I made in Simply 3D.