Appendix:Glossary (Production): Difference between revisions

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==BANK==
==BANK==
BANK animation, typically just referred to as '''BANK''', is an instance of partial or wholesale animation re-use in a 2D animated production, whether that be direct re-use of the original animation, or by tracing existing animation to be used again. For instance, [[Z-Moves#In the anime|Z-Moves]] that are used in the anime will often look identical upon being used again, due to the complexity of the motion and camerawork involved. Occasionally, BANK animation is made a little less obvious, as it can also be used to describe the use of animation re-used between different Pokémon, characters and scenes than the original animation was used for.
BANK animation, typically just referred to as '''BANK''', is an instance of partial or wholesale animation re-use in a 2D animated production, whether that be direct re-use of the original animation, or by tracing existing animation to be used again. For instance, [[Z-Moves#In the anime|Z-Moves]] that are used in the anime will often look identical upon being used again, due to the complexity of the motion and camerawork involved. Occasionally, BANK animation is made a little less obvious, as it can also be used to describe the re-use of animation between different Pokémon, characters and scenes than the original animation was used for.


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==Genga==
==Genga==
[[File:HZ Genga E015.jpg|thumb|250px|Genga from [[HZ015|Episode 15]] of [[Pokémon Horizons]] by [[Masaaki Iwane]]<ref name=IwaneSoloAnimate>[https://web.archive.org/web/20230905123110/https://fullfrontal.moe/nakano/ Interview with Satoshi Nakano explaining that Iwane is still a solo-animator.]</ref>]]
[[File:HZ Genga E015.jpg|thumb|250px|Genga from [[HZ015|Episode 15]] of [[Pokémon Horizons]] by [[Masaaki Iwane]]<ref name=IwaneSoloAnimate>[https://web.archive.org/web/20230905123110/https://fullfrontal.moe/nakano/ Interview with Satoshi Nakano explaining that Iwane is still a solo-animator.]</ref>]]
'''Genga''', (Japanese: 原画 ''literally "original pictures"'') is a term used to describe the Key Animation drawings used in 2D animation, which take place after the layout face. They are the moments that define the motion within a cut of animation drawn by the Key Animator, and are often corrected by those higher up on the production team, such as Animation Directors, (also referred to as Animation Supervisors) Chief Animation Directors, or Character Designers. They are then traced by '''in-between''' (Japanese: 原画 ''"douga"'') artists, who also draw the missing frames following the notes left by the Key Animator for timing and frame-pacing.
'''Genga''' (Japanese: 原画 ''literally "original pictures"'') is a term used to describe the Key Animation drawings used in 2D animation, which take place after the layout phase. They are the moments that define the motion within a cut of animation drawn by the Key Animator, and are often corrected by those higher up on the production team, such as Animation Directors, (also referred to as Animation Supervisors) Chief Animation Directors, or Character Designers. They are then traced by '''in-between''' (Japanese: 原画 ''"douga"'') artists, who also draw the missing frames following the notes left by the Key Animator for timing and frame-pacing.


Occasionally, this production material is released officially, and in some instances, by staff on the series after their work has been completed.  
Occasionally, this production material is released officially, and in some instances, by staff on the series after their work has been completed.  


''A list of Genga uploaded to Bulbapedia can be found [[a:Category:Genga|here.]]''
''A list of Genga uploaded to Bulbapedia can be found [https://archives.bulbagarden.net/wiki/Category:Genga here.]''
==Layouts==
==Layouts==
A '''Layout''' is a term for the immediate next step of the animation process following a storyboard. Now that a cut or scene has been planned out, it is up to the job of an animator to create a layout that acts as the skeleton of the scene, for artists to follow when further down in the production line. These often feature more intense detail, depth and perspective than the initial storyboard. When compiled, layouts are often animated with rudimentary motion of different parts in order to aid animators in the next immediate step.
A '''Layout''' is a term for the immediate next step of the animation process following a storyboard. Now that a cut or scene has been planned out, it is up to the job of an animator to create a layout that acts as the skeleton of the scene, for artists to follow when further down in the production line. These often feature more intense detail, depth and perspective than the initial storyboard. When compiled, layouts are often animated with rudimentary motion of specific parts in order to aid animators in the next immediate step.


Additionally, the context of what defines a layout may change depending on where the production is held. For instance, western artists may refer to layouts and storyboards interchangeably, including use of the term '''animatic.'''
Additionally, the context of what defines a layout may change depending on where the production is held. For instance, western artists may refer to layouts and storyboards interchangeably, including use of the term '''animatic.'''
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==Sakuga==
==Sakuga==
'''Sakuga''', (Japanese: 作画''literally "sakuga"'') is the term used to refer to Key Animation. Amongst both animators and the animation community, it is often used as slang to refer to high quality or otherwise exceptional cuts of animation.
'''Sakuga,''' (Japanese: 作画 ''literally "sakuga"'') is the term used to refer to Key Animation. Amongst both animators and the animation community, it is often used as slang to refer to high quality or otherwise exceptional cuts of animation.


==Settei==
==Settei==
'''Settei''', (Japanese: 設定 ''literally "setting materials"'') is a term used to describe detailed reference material of designs, objects and locations from a variety of angles given to artists in order to create consistent and accurate work. This is integral for both 2D and 3D artists alike.
'''Settei,''' (Japanese: 設定 ''literally "setting materials"'') is a term used to describe detailed reference material of designs, objects and locations from a variety of angles given to artists in order to create consistent and accurate work. This is integral for both 2D and 3D artists alike.


Often, the settei officially released by [[The Pokémon Company]] in various art books are slightly different than the original settei, as can be seen below with [[Hapu]] from [[Pokémon Sun and Moon]].
Often, the settei officially released by [[The Pokémon Company]] in various art books are slightly different than the original settei, as can be seen below with [[Hapu]] from [[Pokémon Sun and Moon]].
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* '''<span style="color:#000000; background:#70df90">Green</span>''' or '''<span style="color:#000000; background:#9aebec">Blue</span> Fills''' are used for shadowed areas.
* '''<span style="color:#000000; background:#70df90">Green</span>''' or '''<span style="color:#000000; background:#9aebec">Blue</span> Fills''' are used for shadowed areas.
* '''<span style="color:#000000; background:#fffdbc">Yellow</span> Fills''' denote areas to be highlighted.
* '''<span style="color:#000000; background:#fffdbc">Yellow</span> Fills''' denote areas that serve as highlights.


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==Sprites==
==Sprites==
A '''sprite''' is a two-dimensional bitmap image in a game that is part of an otherwise larger scene. In regards to Pokémon, the term '''sprite''' was often equated with pixel-art until the release of [[Pokémon X and Y]], where the series made a transition to full 3D. Nevertheless, '''sprites''' persist in the games to this day, usually in the form of UI objects or other two-dimensional game assets. An asset is still considered a '''sprite''' even if it is a 2D interpretation of a 3D model, so long as the asset itself is two-dimensional.
A '''sprite''' is a two-dimensional bitmap image in a game that is part of an otherwise larger scene. Regarding Pokémon, the term '''sprite''' was often equated with pixel-art until the release of [[Pokémon X and Y]], where the series made a transition to full 3D. Nevertheless, '''sprites''' persist in the games to this day, usually in the form of UI objects or other two-dimensional game assets. An asset is still considered a '''sprite''' even if it is a 2D interpretation of a 3D model, so long as the asset itself is two-dimensional.


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A variety of terminology is used to describe various states of unreleased game material.
A variety of terminology is used to describe various states of unreleased game material.


The term '''Prototype''' is the most general term used to refer to material of this nature, and covers any and all content prior to a game's release. This can include, but is not limited to; completely unreleased games, such as [[Pokémon Picross (Game Boy Color)|Pokémon Picross]], publicly playable demos prior to the release of the final game, such as the [[Pokémon Gold and Silver Spaceworld '97 demo]], physical production material that later goes unused (concept art, unreleased settei etc.) or private source code even including entire development repositories.
The term '''Prototype''' is the most general term used to refer to material of this nature, and covers any and all content prior to a game's release. This can include, but is not limited to; completely unreleased games, such as [[Pokémon Picross (Game Boy Color)|Pokémon Picross,]] publicly playable demos prior to the release of the final game, such as the [[Pokémon Gold and Silver Spaceworld '97 demo]], physical production material that later goes unused (concept art, unreleased settei etc.) or private source code even including entire development repositories.


'''Beta''' is a term used to describe a significant period during a game's development in which a game's overall functionality is included, (and to a lesser extent, optimized) prior to the final debugging phase. It is not used to refer to unreleased game material from every instance of development prior to the release of the final game.
'''Beta''' is a term used to describe a significant period during a game's development in which a game's overall functionality is included, (and to a lesser extent, optimized) prior to the final debugging phase. It is not used to refer to unreleased game material from every instance of development prior to the release of the final game.
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