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