| Term 
 
        | What is Non-Real Time (traditional) animation? |  | Definition 
 
        | Pre-made animation that is just played back (like a Disney Movie) we can not affect it in any way |  | 
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        | Term 
 
        | What is Real-Time Animation? |  | Definition 
 
        | We can change the animation any way we want. (like running in a game and then suddenly stopping) |  | 
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        | Term 
 | Definition 
 
        | a method of animation geometry using a series of static vertex sets and linear interpolation to dynamically generate "inbetween" models |  | 
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        | Term 
 
        | What is Hierarchical Animation? |  | Definition 
 
        | a technique that uses a hierarchical data structure to animation the geometry |  | 
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        | Term 
 
        | What is Articulated Animation? |  | Definition 
 
        | the simplest type of hierarchial animation. The character model is made up of groups of individual disjoint geometry that are animated from key-frame data or procedural animation |  | 
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        | Term 
 
        | What is "Skin and Bones" (aka Skinning)? |  | Definition 
 
        | a method of animation geometry using a set of "bone" like transforms and a triangle mesh "skin". The skin is mapped to the bones in such a way that changes to the bones-transforms, also changes the skin mesh. |  | 
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