Terms
The following provides a list of terms specific to the MotionBuilder software product as well as some of the most common computer graphics and software terms used in the 3D world.
3D coordinate space
3D matte
Actor
Actor Face
aliasing
alpha channel
alpha-blend
ambient color
animation
anti-aliasing
artifact
asset
attribute
Auxiliary effector
Auxiliary pivot
back plate
Background Color Cancellation (BCC)
Background Color Suppression (BCS)
Background generator
background plane
BaseAnimation layer
batch
Baud rate
BCC
BCS
bind pose
Biovision Hierarchical Data (BVH)
biped
bitplane
Black Level
blending object
bone
bound model
bounding box
branch
brightness
buffer
bump map
burst
BVH
BWF
camera
camera interest
channel
Character
character animation
Character asset
Character Face
Character mapping
character model
child
chroma key
chrominance
clip
cluster
cluster shapes
color burst
color timing
COM port
combiner
command clip
communications port
constrained object
constraint
constraint clip
contrast
Control rig
cross chrominance
cross color
current segment
custom keying group
custom shader
cut
deck
deformation
dense data
device
diffuse color
displacement
Done state
dopesheet
Distribution Factor
dummy node
effector
Effects send
element
emissive color
Environment mapping
Expression
expressions constraint
extrapolation
.fbx
FCurve
fill
filter
filtering
First Contact balloon
FK
FK effector
FK rig
Forward Kinematics (FK)
fps
frame
frame rate
function curve
gap
generic channel
geometric primitive
geometry
ghost
Ghost curve
global coordinates
global keying group
gobo
Guide pose
Hardware FC
Head-up Display (HUD)
hierarchy
highlights
HSB
HUD
hue
IK
IK effector
IK rig
interpolation
Inverse Kinematics (IK)
IP address
jogging
joint
key
keyframe
keyframing
keying group
latency
layer
Linear key
local blend
local coordinates
local keying group
look at point
loop
luminace
luminance key
magnetic mapping
marker
Marker set
Match pose
material
Mipmap
model
moire
morph target
motion capture
motion source
Namespace
naming template
National Television System Committee (NTSC)
node
noise
Non Uniform Rational B-Splines (NURBS)
normal
normal map
NTSC
null
NURBS
object keying group
occlusion
opacity
OpenGL
Optical editor
optical mapping
Optical root
origin
PAL
parameter
parent
parenting
partial occlusion
patch
Phase Alternating Line (PAL)
pitch
pivot
pole vector
pose
property
Qt
quadruped
quaternion
reference node
reflectivity
Relations
relational constraint
remote port
render
rest pose
retargeting
Rigid body
roll
rotation
sample
saturation
scaling
scene
scrubbing
segment
sensor
serial port
shader
Shadow map
shape
shape operators
shininess
shuttling
simple constraint
skeleton
skin
SMPTE
solving
souce object
specular color
specular reflection
Sphere map
Spherical map
spline
stabilizing object
stack
stance
SteeringWheels
subcarrier
swapping
take
tangent handle
TCB
tesselation
texture
timecode
Timewarp
track
transformation
translatioin
transparency
trigger
triggering group
T-stance
UCS
unlabelled segment
unweighted tangent
up-vector
user channels
User Coordinate System (UCS)
UV
value
vector
ViewCube
visual keyframe
voice channels
VK ripple
VTR
waveform
WCS
weighted tangent
wheel
wheel surface
wheel wedge
wheels
wireframe
World Coordinate System (WCS)
world coordinates
X-axis
X-coordinate
Y-axis
Y-coordinate
yaw
Z-axis
Z-coordinate
Zero keyframe
zero point