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View Category:Glossary

The following series of definitions and articles covers technical and other terms used both within Cinema 4D, and those you may enounter in the use of other content creation applications and digital compositing applications.

Articles in category "Glossary":

There are 177 articles for this category
A

- After Effects

- Ambient Occlusion

- Animation

- Animation Education

- Anti-aliasing

- Antumbra

- Arcs

- Array

- Asset Management

- Axis

- Axis Orientation

B

- Backface Culling

- Background

- Blocking

- Box Modeling

- Breakdown Poses

- Bump Mapping

C

- Cache

- CAD

- CAM

- Category:Character Animation

- Character Rig

- Choreography

- Chromatic Aberration

- Clipping

- CMYK

- Collision - Detection

- Color Space

- Component

- Composite

- Category:Compositing

- Composition

- Category:Composition

- Contact Pose

- Controller Object

- Coordinates

- Corrective Joint Morphing

- C Motion

D

- Deformations

- Digital Content Creation - DCC

- DirectX

- Direct Illumination

- Displacement

- Dithering

- Down Pose

- Dynamics

- Category:Dynamics

E

- Edge Loops

- Edge Modeling

- Editor

- Element

- Exclusion List

- Extrapolation

- Extrude

F

- Falloff

- FBX Format

- Fluid Simulation

- Force

- Forward Kinematics

- Fresnel

- Friction

G

- Global Illumination

- Golden Ratio

- Gradient

- Gravity

- Guides - Hair

H

- Hair System

- HDRI

- HPB

- HSV

I

- IES Light

- Illumination

- In-Between Frame

- Index of Refraction - IOR

- Indirect Illumination

- Category:Integration

- Interchange

- Interpolation

- Inverse Kinematics IK

J

- Joint Chain

- Joint Morph

K

- Keyframe Animation

- Keyframe or Key

- Key Interpolation

L

- Lathe

- Layers

- Level of Detail or LOD

- Category:Lighting

- Lights

- Linear Workflow

- Loft NURBs

M

- Mass

- Match Move

- Mesh

- Modeling

- MoGraph

- Motion

- Motion Blur

- Motion Capture

- Motion Clips

- Motion Graphics

- Motion Source

- Motion System

- Motion Tracking

- Muscle Object

N

- Node

- Non-Linear Animation

- Normal

- Normal Mapping

- Nuke

- Null

O

- Object

- OBJ Format

- Observation

- Open GL

- Options

- Origin

- Overlap

P

- Parametric

- Particles

- Passing Pose

- Pass or Render Pass

- Penumbra

- Physical Rendering

- Physics

- Pipeline

- Plussing

- Pose

- Pose to Pose Animation

- Procedural Animation

- Project

Q

- Quaternions

R

- Relaxed Pose

- Rendering

- Resistance

- Revision Control System or RCS

- RGB

- Rigging

- Root - Directory

- Root - Hair

- Root - Hierarchy

- Rule of Thirds

S

- Sampling

- Scripting

- Segment

- Shading

- Shadow Maps

- Shortcut - Keyboard

- Silhouette

- Simulation

- Skeleton

- Skinning

- Snapping

- Spline

- Squash & Stretch

- Sticky Lips

- STL Format

- Sub-surface Scattering

- Subdivision Surface

T

- Tag

- Texture Map

- Threshold

- Timing

- Tools

- Topology

- Track

- T Pose

U

- Umbra

- Up Pose

- UV Coordinates

V

- Vertex - Vertices

W

- Walk Cycle

- Watertight

- Weight Painting

X

- XYZ

Y

- Y Axis

Z

- Z Buffer