production glossary


Prod Tip: ctrl + F to search a word


Updated: Jun 2023

How to Use: Scroll down until the list appears.
Click on the down arrow to see the definition.


Disclaimer: These descriptions are less technical than their complete definition.
They are simplified to be more understandable for folks who are new to the pipe.

  • a * on a script indicates a change was made on this section compared to its previous draft

  • a type of file format that contains data for CG files

  • a type of file format for a digital image

  • a type of file format that contains data that can be imported/extracted from Shotgrid/Excel/Google Sheets to transfer and fill data cells or SG fields.

  • The length of time that it took a task to be completed in reality. Useful when comparing Bids vs Actuals to track variance in project performance.

  • automated dialogue replacement / additional dialogue replacement

    Usually brought up in editorial and refers to a re-recording of an audio.

  • a rendering error; it could look like flickering or jagged edges

  • a video file of a series of shots cut together as a sequence or in full duration

  • Takes Layout’s setup and adds details to shots by finalizing the acting, lip sync, cuts, and overall movement of CG elements.

  • written revision notes directly on a frame of a shot or turntable as a reference for the artist

  • The proportion of an image or frame written in the format: width:height

  • an element added in Comp to make a shot look smokey when rendered

  • part of software UIs; These are toggles or menu options that allow artists to control how an object or scene will appear when rendered

  • A company that owns multiple of the most commonly used software in the industry such as AutoCAD, Maya, 3DS Max, Shotgrid, Flame, Mudbox, etc.

    https://www.autodesk.ca/en/products

  • The final renders of shots or turntables are composed of multiple layers overlayed on top of each other to create a final look.

    A beauty pass is the layer that has the most detail and closest to the final look.

  • A modeling term which means adding a slope on the edges of objects so it’s not so sharp.

    For example:

    Take a look at your desk. On the edges, you’ll notice that it’s designed so that the edges (where the tabletop ends) is smoothened out. The edges of the desk are beveled.

  • background / mid-ground / foreground

    background : what we see in the far back or behind the character/object in focus

    mid ground : in between the front and back

    foreground : area closest to the camera

  • The assumed length of time to complete a task.

  • An open source CG software. It’s free to download!

    https://www.blender.org/

  • Saved out pose or look or shape of a 3D object. It usually comes with controls that enables the artist to shift from one shape to the other in a smooth transition.

  • An effect; makes the shot look like it’s overly exposed

  • An effect applied on objects moving rapidly to emulate the same phenomenon in real life.

  • An effect making out of focus objects/light appear as blurry circles…

  • a camera move : up or down movement

  • Broadcast Standards and Practices

    Policies that all productions must follow before it is allowed to air.

  • a problem in the software

  • (1) In assets, this refers to the dents or unsmoothened surface of an object. Often used in Look Dev to create the illusion of adding detail without the need of further adjusting the object in Modeling.

    (2) In production, it is to respond to an existing thread to remind the recipients to respond.

  • (1) Details about the current shot such as frame numbers, shot duration, author, description, etc. Customizable to every pipeline and will be different per production/studio.

    (2) Exposure to light

    (3) In VFX/Comp, this is a note requiring the artist to place an element overtop an existing element or plate.
    For example:
    Applying a TV screen burn in by adding an infographic over top of a TV monitor seen in the shot. Or, a custom touchscreen interface on a practical screen or prop.

  • A common note in lighting or comp; a render error when unintended pixels on a frame get picked up and get affected throughout the shot causing distortion in areas and making the sections look like it’s shaking or buzzing.

  • A type of file containing the precise location of the vertices that make up a CG object allowing files to be passed from one department to another. Caches enable various software to read and load the same data despite using different software.

  • The rhythm or timing that activities or meetings are repeated in a regular pattern.

    e.g.) An ideal cadence for Dailies is everyday.

  • Usually an error when the CG camera is placed in the middle of an object’s surface. This causes certain portions of CG assets to look spliced or invisible.

  • A shot error when the camera’s movement becomes suddenly irregular.

  • A special effect to imitate how a body of water reflects light back on surfaces.

  • A side note, usually attached to a delivery, to indicate the team’s warning/heads up/expression of limitations regarding a deliverable. Often used to mitigate the volume of notes by letting the receiver know of the already known revisions/feedback.

  • Often used for notes that do not need to be addressed immediately.

  • Adjustment of colour usually at the end of the pipeline. It could be a change in white balance, exposure, saturation and or contrast.

  • Computer Generated Imagery anything on screen that is not practical or “real.” This could be FX (like CG fireworks, or CG water splash) or even assets (like a 3D character or set). It could also be PARTS of a practical, (like a CG needle on a prop syringe).

  • A project management term referring to any addition or modification to the original contract signed between parties.

  • A frame or turntable displaying multiple characters posed in the same way and arranged in a line. This is an essential tool to review their cohesion aesthetically as well as to gauge the overall scale/proportion of characters compared to each other.

  • A workaround to achieve a desired look without following the usual processes.

  • A software often used in reviews or dailies.

  • A visual guide of the intended look of shots or sequences to convey the desired mood or lighting.

  • Colour is displayed in different intensities / hues depending on the hardware or software used.

    Due to this, colour space is often needed to be consistent between viewers during reviews to ensure that all are viewing the same thing.

  • Combines all layers (elements) from upstream departments like plates, CG, FX, and other digital assets.

    Adds the final touches or adjustments to shots before delivery.

    Like “Photoshopping” but on a video.

  • An animation error when objects meant to be attached or connected are not actually touching.

    Sample:
    If a character is holding a book, but the book is slightly floating and not actually touching the character’s hand.
    (Unless of course they’re magical) ;)

  • Keeping the actions and usage of assets consistent and logical with the progression of the story.

  • A common note in reviews to denote the difference between 2 variables.

  • A department responsible for goods or products to be purchased by clients / customers / viewers.

  • An error when objects penetrate the surface of another object.

    Sample:
    If a CG character is holding a CG doorknob, but you see the palm and fingers go through the doorknob, the hand is crashing on the doorknob

  • A technical department that simulates hair, cloth, and anatomy.

  • Generates assets and simulates animation of multiple BG characters.

  • When camera is up close to an object or character.

  • A video file of multiple shots stitched together.

  • Often associated with skydomes, it is the image on the dome or BG geo used to imitate a desired background without requiring to model an actual set.

  • A regular meeting to review artist submissions and to provide feedback.

  • A detail added to the surface of objects; like a sticker.

  • An output or product.

  • Graininess of shots.

  • A compilation of references and notes that sets the Look of Show.

  • Sets how assets appear based on the functionality needed, the script, CG limitations, and Look of Show.

  • Used to describe workflows or actions that result in redoing of work and / or upending of previously established workflows.

  • Voice actor(s)’ recorded lines.

  • Much like bump, it is a technique in Look Dev to give the illusion of adding details on the surface of an object, like sculptural details) without requiring additional model or sculpt work.

  • Usually an error where there appears to be some warping on the shot.

  • A short song that a character sings.

  • Paints skies or background sets to save asset time if the BG or set can be painted convincingly to appear real or CG.

    In other cases, where the camera is static, DMP can also paint in elements for Comp to save on cost and time in creating them in Assets/FX/CG.

  • Pertains to the distance between the object closest to camera and the object farthest from camera.

    Often used to convey distance.

    Sample:
    To show that the mountains are much farther away than the character in front of the camera, Depth of Field is adjusted and results in the mountains looking blurry in the background because it is much farther away.

  • A camera movement when the camera moves towards the front or back.

  • An error when an asset is mistakenly duplicated in the same shot or scene.

  • Digital Picture Exchange; a type of file format usually uncompressed, high quality, and heavy.

  • In scheduling, a drop is a batch of pre-determined deliverables at specific milestones throughout the course of a project.

  • An exaggerated camera placement where the camera is very close to the subject.

  • Cuts together the shots, sequences, and audio received from Storyboards, Layout, Animation, and Compositing.

    They work closely with directors to lock timing and transitions.

    They ingest shots at the start of the pipeline and exports final cuts at the end.

  • Data for editors to know specific instructions for shots / sequences such as timecodes, shot names, cut orders, frame count, etc.

    Every time the cut is updated, the EDL is also updated.

  • A layer or item added in Compositing to add detail to the shot.

  • In FX, emitters are the specific points from which particles will be generated.

  • Chat speak for the time at the end of the said work day.

  • Chat speak to indicate that no further message is attached past that point.

  • A software or product development term used to indicate that something that is a large chunk of work has also been broken down into smaller tasks.

    For example, a pipeline ticket could be called an EPIC if it has subsidiary tickets that if completed, contributes to the completion of the bigger (epic) ticket.

  • Usually a shot showcasing a set in its full glory, to provide context of where the following shots will be taking place.

  • The amount of light in a shot.

  • An error when CG objects lose the smoothness on their surface and appears to be at a lower quality than intended.

  • A transition between 2 shots blending A shot (preceding shot) into the B shot (proceeding shot).

  • see render farm

  • To speed up the submission or completion of a deliverable.

    Also a project management term meaning to compress a schedule by performing tasks (normally done in sequence) in parallel with each other. This technique is high in risk due to its high possibility of rework down the line.

  • A file format used by various Autodesk software.

  • background / mid-ground / foreground

    background : what we see in the far back or behind the character/object in focus

    mid ground : in between the front and back

    foreground : area closest to the camera

  • A rendering error in shots where a portion or a frame flips on / off.

  • To flip vertically so that what was right side up is now upside down.

    Not to be confused with flop.

  • An animation error when objects appear to hover on top of the ground; there is no contact with the ground plane is.

  • To flop horizontally so that what was facing the right side is now facing the left side.

    Not to be confused with flip.

  • 3 frames out of a full frame range: the first frame, middle frame, and last frame. Often used to render out a shot for a quick test/review without having to wait for the total amount of time it will take to render a shot in its full frame range. (Less frames mean less time rendering on the farm.)

  • Camera adjustment to control how clear something is in a shot.

  • An activity set up to test how well a certain product is received by a specific group of people.

  • A project management term meaning to predict or estimate a project scenario based on the current info available. Usually used in resource and/or schedule planning and management.

  • A shot or turntable is composed of multiple individual still images stitched together and played really fast to create the illusion of movement.

    A frame is what we call one of these still images, ergo, a shot is composed of a series of frames played through very quickly.

  • A phenomenon when the reflection of light and how it looks changes depending on the angle at which the eye sees it.

  • A shot or turntable is composed of multiple individual still images stitched together and played really fast to create the illusion of movement.

    A frame is what we call one of these still images, ergo, a shot is composed of a series of frames played through very quickly.

    A frozen frame is rendering error where a frame or multiple frames are repeated consecutively, which results in the overall image looking frozen.

  • Refers to how an asset is intended to be used based on the script/story requirements and what the pipeline allows. Cross-departmental agreement on an asset’s functionality is important to ensure that an asset can be modeled, rigged, animated, and rendered to match boards’ and design’s intent.

  • Responsible for adding special effects to shots. Sometimes, if a callout is too complex to animate manually, FX provides simulations to assist Animation.

  • A comedic beat in the sequence or shot.

  • A CG model or object.

  • The default shared pages in Shotgrid that can be accessed and viewed by anyone added to the project. (e.g. assets page, shots page, playlists page) Any changes to its default settings and filters will affect everyone’s default view of the page.

    So, be careful with the Save Page button when using these pages to avoid accidentally overwriting the intended default view.

  • A technique to simulate far away objects (like clouds), usually off screen, to appear as if casting shadows on a surface.

  • An element added to a shot to show a ray of strong light like sun rays.

  • A quality seen on a shot so that it appears to have an overall granular / rough texture overlay. Like a retro filter.

  • To be approved to begin work

  • The CG process of generating realistic hair or fur on an object.

  • Geo in Modeling that constructs guides for Groom so that hair/fur can be generated to follow a specific shape. Edge loops also play an important role in creating hair guides.

  • The frames at the beginning and end of a shot that are NOT in the cut once the shot is stitched together into a sequence of shots. Frame handles allow for editors and directors to make minor adjustments as they see fit when editing.

    NOTE: It is important for Shot Production to know the show’s frame handles as all shot departments will work within this parameter. Knowing the frame handles is also helpful for artists and supervisors to conserve shot work and render time.

  • A QC test before broadcasting.

  • An element used on asset renders so that when rendered with its look dev, materials react to light based on how they would react when placed in an actual set.

  • Head of Department

  • The main characters or assets that are featured more than others. Usually requires a lot more detail or functionality than other surrounding props or assets.

  • Term used to describe how smoothly the preceding shot transitions to its proceeding shot. Often considers continuity notes.

  • A software most commonly used but not limited to FX.

  • A setting that affects how a colour appears.

  • Chat speak for “if I remember correctly”

  • 2 types of rigging; depending on the functionality needed, Animation will require one or the other from Rigging.

  • Usually used in design or concept art to showcase an asset in its proper proportions and dimensions at a 3/4 view.

  • Responsibilities vary per studio, but usually involved in the hardware and software needs of staff.

  • Often used in assets when modifying an area of the model at multiple vertices at a time; changes feather out more gradually as opposed to the stark change that happens when moving a specific edge/face/vertex.

  • When the benefits gained from a process, person, etc. eventually decreases in value over time despite continuing the investment on the said process, person, etc.

    e.g.) Assigning 2 texture artists to complete an asset bid for 10 days could fast track the work to be completed in 1 week instead of 2 (this is the benefit). Assigning 5 artists COULD shrink it to 2 days, but it’s likely that the tasks assigned will require more than 8h due to the nature of the processes involved. So, even though more artists are assigned, the asset may still be completed LONGER than 2 days. Further, assigning 10 artists to the asset will NOT mean it can be completed in 1 day. Not to mention highly unlikely to find, and likely to be more costly.

  • Sets up the camera and staging of shots based on the storyboards and assets. Sometimes responsible for set dressing.

  • Controls the final look of assets and scenes when rendered by setting up light sources and adjusting how light interacts with an object and its materials.

  • Light Detection and Ranging; a way of mapping out an area by means of how much light is reflected off of the surface. Sort of like a heat map.

  • A specific set up of lights to be able to achieve the same lighting look in multiple scenes.

  • A type of operating system.

  • Refers to the complexity of a CG asset. The higher the level, the higher the quality (more visual detail), but the longer the render time as well.

  • Responsible for the adjustment of an object’s texture, shading, surfacing and lighting to control how an object renders before it is passed to Comp.

  • low resolution; a version of an asset or shot in lesser quality

  • Lookup Tables; a predetermined colour filter to be applied on shots.

  • A file type exported from Maya or scene files.

  • A flat image that serves as a visual guide that allows the artist to control exactly where textures or details will appear on the surface of a 3D object.

  • A department in charge of organizing deliverables to spread consumer awareness of the product.

  • Tracks and reproduces the camera movements of a live action footage (or plate) to ensure that the CG objects render from the same perspective.

  • Tracking and reproducing the camera movements of a live action footage (or plate) to ensure that CG objects render from the same perspective.

  • The processes required to achieve a specific goal or result.

  • Most commonly used software in CG and VFX.

  • A technique used to copy the exact half of an object to the other side in order to ensure symmetry.

  • Transforms assets from their 2D design into 3D objects that Layout, Animation, and Compositing can use in their shots.

  • An effect seen in shots so that portions of objects appear blurred when moving quickly.

  • Often used in shots to describe the graininess we see after the render.

  • Most commonly used software in Compositing.

  • A file type used to be able to export and open a CG model between various software.

  • Chat speak for being out of the office or time off.

  • A type of setting in a CG camera that allows 3D objects to appear in 2D space or 2D view.

  • When an object is assumed to be present in the scene / scenario, but is not actually seen.
    Often used to save asset / shot work.

    Sample:

    “An explosion happens off screen,” would mean that during the shot, we may hear a sound FX of an explosion to convey that something exploded, but we do not visually see it and there is no need to create FX or CG debris.

  • When a layer or shot is still rendering.

  • A term in cinematography where the camera is placed just behind the shoulder of a character on the foreground.

  • A project management term to describe a situation when a resource (team member) is assigned work that exceeds their capacity within a specific length of time.

    e.g.) Assigning an artist a number of tasks totaling 2 weeks’ worth of work, and is scheduled to deliver in 1 week. The artist is overallocated and it would be best to spread out the task(s) or adjust the schedule.

  • Often in the same department as roto (Roto/Paint).

    Manually paints out unwanted sections of a shot (plate), like wires and harness on actors, frame by frame to help provide a cleaner plate for Comp.

  • A process where someone directly paints over top a frame to convey notes or revisions.

  • A camera move when the camera itself stays in place but rotates from left to right.

  • In Storyboards, a shot is referred to as a panel.

  • A phenomenon that occurs when far away objects appear to move at different speeds as the camera pans from left to right.

    Often replicated in CG / VFX shots to mimic what happens in real life.

    Sample:
    Ever notice when you’re driving with a view of mountain ranges and it seems that one mountain would be more on the far left than the other mountain? But as you keep driving, there comes a point where both mountains are almost at the same location? This movement is parallax.

  • A full render of a turntable or shot is composed of multiple layers. or render passes that will be overlayed on top of each other.
    A render pass is one of those layers.

  • ( Responsibilities vary per studio. )

    Develops tools and creates scripts to help production efficiency for all departments.

  • An error where sections of a frame appear to be rendering rogue pixels.

  • The raw/unprocessed footage of a shot delivered to the team before any CG/VFX work is applied.

  • A type of viewing option in CG that allows the user to view the animated objects without having to wait for the scene to be rendered. Often will appear grey, and lacking Look Dev information.

  • An error in a shot where there is a notable irregular movement or abrupt disruption to the flow of movement of an object.

  • (Responsibilities vary per studio.)

    The last department in the pipeline. Responsible for adding the final elements before broadcast.
    (e.g. sound effects, music, colour correction, QC requirements, etc.)

  • Often used in VFX referring to the actual real life prop, character, or set. What you see on a plate before any CG/VFX work is applied.

  • The early phases in the life cycle of a project. Depending on the pipeline or the studio, this could refer to departments such as Script, Art/Design, and Storyboard.

  • Frames at the start of an animation or simulation that is outside of what is in the final cut. This is done so that a simulation’s desired look/shape/form will be shown on the first frame of the shot when cut together in a sequence.

    For example:

    A typical simulation of a fountain will start from a point (emitter) and will start with nothing “spraying” out of it. In the next frames, particles will start coming out and gradually increase in volume to achieve a fountain-like look. If you want a shot to show the fountain already flowing, you would want a pre-roll to account for the frames NEEDED “to start up” the fountain, and then only cut in from the frame at which the fountain is already at its desired look.

  • A technique or tool that allows artists to create different output that is more automated, systemized, or created for free by a software, thus decreasing the required time to create the desired look if it had been approached traditionally.

  • Facilitates effective communication throughout the project. Distributes internal and external information. Keeps the show on time, within scope, and within budget.

    A support system for the crew.

  • The side view of an object.

  • A temporary object to help communicate scale or intended element that may not yet be available.

  • To remove something.

  • A Photoshop file.

  • A QC test before broadcasting.

  • For an artist or department to export out a specific file type that is required for the downstream department to start.

  • When dialogues are changed from the initial recording of the actors, or new lines are added, pick ups are requested to re-record voice actors for the new required dialogue.

  • A check point to ensure that all technical requirements are met before passing to downstream.

  • A video file format. Uses the extension .mov or .qt

  • A camera movement or technique where the focus of the lens changes during one continuous shot.

  • An exploration of different poses or movement of an object.

  • Used at the start of an email’s/document’s subject line to indicate “in the matter of” or “in reference to” the outlined subject.

  • A type of colour space. In my experience, often mentioned when reviewing in RV.

  • A series of shots that showcase an artist’s past work.

  • Attributes that are adjusted in Look Dev to control how light reacts on an object’s material and or surface.

  • To adjust the objects or the camera position.

  • To export the individual frames that make up a turntable or shot.

  • A resource dedicated to rendering. The size of the available farm determines how many renders a facility is able to output at a given time.

    Analogy:
    A shot is composed of multiple individual images (called frames) played rapidly to simulate movement.

    Think of each frame like a piece of paper being printed. The more printers you have and how fast they are, will determine how many frames or pages you can produce at a given time. The less you have, the slower you can produce.

  • A CG rendering software.

  • A project management term meaning to balance the resource availability (and avoid overallocation) and capacity by adjusting the schedule, assigned tasks, or number of resources available.

  • CG models are composed of polygonal shapes connected together by vertices and lines/edges.
    Sort of like paper crafting.

    Retopology is adjusting the make up of a model’s wireframe or linework in order to optimize it for a specific need.

  • Adds control to a model so that artists can move a 3D object.

  • A camera move where the camera itself stays in place but tilts left / right.

  • A range of motion test or RoM is a series of movement/animation to stress test a particular rig. This helps determine any further modeling or rigging changes needed to an asset or to set limitations on how far an asset can be pushed.

  • Masking out specific objects in a scene frame by frame, to split the elements of a shot into separate layers.Sample: Separating the FG, the actors, and the BG.

    This enables Comp to weave in different effects or CG into the shot (like an explosion/smoke/CG cape) while maintaining a correct DoF.

  • A plugin that helps speed up the time it takes to manually track and apply motion blur.

  • The total length of time of a sequence, episode, scene, or film.

  • A common software used in reviews / dailies.

  • Policies followed to ensure that assets and animation follow the protocols set regarding safety.

  • Chat speak for “same as above”

  • The intensity of a colour’s vibrance.

  • The project’s deliverables and the work required to produce them.

  • The uncontrolled changes to the scope of the project. Often results to deliverables or requirements that were not planned during the initial budgeting and planning phase of a project.

  • The temporary recording of lines and dialogue.

  • (1) The written version of the story.

    (2) A code or tool that helps workflow processes and efficiency.

  • Usually an error where a noticeable unintended line across the surface of an object.

  • In episodics, every change of environment require a change of sequence. A sequence will contain a series of shots happening at that one specific set.

  • A phase in the pipeline where a department is required to “redecorate” an existing set for story needs, or to fill in the negative space of a set with various props.

  • Adding additional elements at the edge of a modeled set to create an illusion of the set being much larger or expansive than its original built.

  • Beats or sound added to specific moments, movements, or assets in a shot.

  • An output by the Look Dev team, a shader is a file that contains the info on how to generate an object a specific way when rendered.

  • Builds on top of Texturing and makes 3D objects appear to be made out of specific materials.

    Responsible for developing how materials react to light and what the final look of models / FX will be after lighting and rendering.

  • A project management software considered as an industry standard in film, TV, and game production. It enables teams to schedule, track, and review assets/shots under one platform. Following Autodesk's acquisition, it has since been named ShotGrid, and then most recently in March 2024, Flow Production Tracking.

    One of the most common database for production.

    For Shotgun/Shotgrid tutorials:https://www.youtube.com/channel/UCqciGUsuN5uDbI7_kR5D_bQ

  • Special Interest Group on Computer Graphics & Interactive Techniques. A 4 day conference, hosted annually in North America and Asia, featuring various presentations and exhibitions of the latest innovations in CG. It brings together a community of researchers, artists, developers, filmmakers, scientists and industry professionals, experts, and students alike.

  • A 3D modeling software mostly used for architectural purposes

  • A geo in a spherical shape or half a sphere that is painted to simulate sky in the background.

  • If the area is on <— this half of the screen.

  • a frame at the start of a sequence or scene that indicates additional information such as specs, frame rate, duration, scene number, title, and/or related crew info

  • Used in editorial pertaining to a chunk of time/section of the timeline where shots/audio are eventually meant to be cut in.

  • In assets, it is to smoothen out the faceting appearing on the surface of a 3D object.

    In shots, it is to smoothen the flow of animation so it’s not so choppy or rigid.

  • Chat speak for the beginning of the work day.

  • An attribute in Look Dev that pertains to how shiny a material appears when rendered.

  • If the area is on —> this side of the screen.

  • A type of colour space.

  • How assets, characters, or objects are placed on a set based on how we see it in the shot.

  • Creates the illusion of seeing images pop out of the screen when viewed through special glasses. Images are split into separate layers so that sections of the shot get filtered in a specific way through the glasses and tricks the human eye and brain into seeing depth outside the flat screen.

  • A shot is made up of individual images played through rapidly to simulate movement.

    A still frame is taking one of these images.

  • Transforms the script into an illustrated sequence of shots.

    Sets the staging, cameras, cuts, and acting needed while using the approved assets.

  • An error where textures are not appearing as they should be on a surface of an object and gets stretched out of proportions when rendered.

  • An error in shot when there is an irregular movement noticed during the rendered Comp.

  • An attribute in Look Dev that pertains to how much light passes through an object.

    Sample:
    When you shine a light behind your fingers, it’s more translucent around the edges, and becomes more opaque to the light towards the middle. Sub-surface scattering is how artists recreate this phenomenon in CG objects.

  • Pertains to the shots before and or after the current shot.

  • An error seen in shots when an asset’s texture appears to move around almost separate from the object it is applied to.

  • (1) In assets, this means assigning specific colours or materials to an object.

    (2) In shots, it is often related to assigning the specific assets to be used in a shot

    (3) In Shotgrid, it is used for filtering and tracking purposes by adding tags that helps narrow down the search as needed.

  • Point in time in a cut to determine where a note is applicable.

  • A shorthand for stage direction in boards indicating a character talking to the camera

  • Painting the 2D details and colour on a 3D object.

  • In Storyboards, it is the early phase where panels are very roughly sketched to showcase an initial pass or idea of the boards.

  • ( Varies per studio. )

    Often used in Shotgrid to denote a technical error an artist / department is experiencing.

  • A type of image file format.

  • A camera move when the camera stays in place but rotates up / down.

  • Chat speak for “too long didn’t read”

    Often referring to a summary in case the previous info is too dense or long.

  • Points in the sequence / shots / cut to indicate passage of time.

  • A term often used in Rigging to note a specific control that lets the user easily switch from setting to another.

  • A type of rendering style where the final look of a 3D objects mimics that of a 2D object.

  • The effect or style used in edit when switching from the preceding shot to the proceeding shot.

  • A camera move when the camera moves from left to right.

  • When sequences are approved for production / for work to begin.

  • A video file that showcases an asset and how it looks in 360 view and sometimes in different light rigs.

  • To raise up the quality or resolution of an asset or shot. More details.

  • Texture artists create a “UV map” to accurately pin point where their painted textures will appear on a 3D object.

  • The process in Look Dev to generate UVs off of assets.

  • A project management term that pertains to the quantifiable deviation, departure, or divergence away from a known baseline or expected value. The difference of where we are now vs where we planned to be.

  • “volume data” / “voxel data base” / “volumetric Dynamic B+ tree”

    (Ngl, I had to Google that. Haha!)

    An output file by FX that contains data that helps Look Dev and Lighting in creating effects.

  • A 3D software typically used for creating environments.

  • A collection of the most common sounds or exclamations of characters, which helps speed up records and or edit when adding them to cuts / animatics.

  • Often used in rigging and refers to how much rigs can control areas of an object.

  • A term in cinematography often used to show the entirety of a subject.

  • A type of transition in edit that happens in between shots.

  • Chat speak for “with regards to”

  • horizontal axis; moving left / right

  • vertical axis; moving up / down

  • depth axis; moving front / back

  • A common software used to sculpt more intricate details on a 3D object.