4.2 FOLLOWTHROUGH AND OVERLAPPING CROSSWORD STEWDIOUS

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Across
  1. 2. – How clearly actions are communicated to the player.
  2. 3. – Visual paths that show movement direction.
  3. 5. – Rig controls for hair, clothing, or accessories.
  4. 8. / Animation Editor – A tool for refining timing and spacing.
  5. 10. (VFX) – Added effects that emphasize motion and energy.
  6. 14. – The portion of motion returning a character to neutral.
  7. 15. – Smooth, consistent movement across actions or shots.
  8. 17. – When different parts of a character move and stop at different times.
  9. 21. – The trailing motion of flexible parts during movement.
  10. 23. – The arrangement of visual elements in the frame.
  11. 25. – Motion passing through joints one at a time.
  12. 28. – The force that keeps motion moving after an action begins or ends.
  13. 29. – The perceived mass of an object or character shown through motion.
  14. 30. – Small movements as an object comes to rest.
  15. 31. – Movement between gameplay poses.
  16. 32. – Commands given by the player.
  17. 34. – Simulated hair motion.
  18. 35. – Separate motion tracks for different body parts.
  19. 37. – How stiffness or flexibility affects motion.
  20. 39. – A relationship where one part initiates motion and others respond.
  21. 41. – A camera view emphasizing full-body follow-through.
  22. 42. – The perceived power of a move.
  23. 43. – Visual signals that indicate an action has successfully occurred.
  24. 44. (UX) – The overall feel of interaction and control.
  25. 45. – Delayed keyframes for secondary motion.
  26. 46. – The continuation of motion after an action has completed.
  27. 47. – Delaying motion between parts to avoid simultaneous movement.
  28. 48. – Brief moments that allow player decision-making.
Down
  1. 1. – Automated motion using physics calculations.
  2. 4. – Motion or effects confirming player input.
  3. 6. – The imitation of real-world forces in animation.
  4. 7. – A clear outline that communicates pose and action.
  5. 9. – Motion that passes the final pose before settling.
  6. 11. – Manual adjustment of simulated motion.
  7. 12. – Reactive motion after impact or a stop.
  8. 13. – How quickly the game reacts to player actions.
  9. 16. – Physics-driven fabric movement.
  10. 18. – A camera view showing full or partial body motion.
  11. 19. – The balance point that motion originates from.
  12. 20. – Small vibrating movements following motion.
  13. 22. – A framing that highlights subtle overlapping motion.
  14. 24. – Flowing movement traveling through connected parts.
  15. 26. – Framing choices that affect how motion is perceived.
  16. 27. – Frames that define important positions in an animation.
  17. 33. – Visual elements such as sparks or trails.
  18. 36. – Supporting movement caused by the primary action.
  19. 38. – The main action driving the movement.
  20. 40. – The ease with which motion can be read by the audience.