There is several animation languages already develop. All of them can be categories under three groups:

1. linear list notations language: 

It is the specially animation supporting language. Each event in the animation is described by start and ending frame number and an action that is to take place (event). The example of this type of languages is SCEFO (scene format). For example:
42, 53, B, rotate, “palm”, 1, 30
Here,
42 => start frame no.
53 => ending frame no.
B => table.
Rotate => action.
Palm => object.
1 => start angle.
30 => end angle.

2. General purpose languages: 

The high level computer languages which are developed for the normal application software development also have the animation supporting features along with graphics drawing, For example QBASIC, C, C++, java etc.

3. Graphical language: 

it is also computer high level language and especially develop for graphics drawing and animation has been already develop for e.g. AutoCAD.

Display of animation: 

To display the animation on video motivator as a series of horizontal scan lines from top to bottom in pixels (raster system). The animated object must be scan, converted into their pixmap image in the frame buffer. The conversion must be done at least ten times per second (preferably 15 to 20 times), for smooth animations effects. Hence a new image must be created in no more than 100 milliseconds, from these 100 milliseconds scan conversion should take only a small portion of time, so that redraw and erase of the object on the display can be done fast enough.

Transmission of animation: 

The transmission of animation over computer network may be using any one of two methods:

1. By using symbolic representation: 

The symbolization of animation object (for example ball) is transmitted along with the operation commands performed on the thing and at the receiver side the animation is displayed after scan converting into pixmap. during this case the UTC is brief because the symbolization of animated object is smaller in size then pixmap but display time at receiver takes longer thanks to scan converting operation has got to be acting at receiver side.

2. By pixmap representation: 



In this method the animated object is converted into pixmap and then transmitted to the receiver. In this case, the transmission time is longer in comparisons to symbolic representation, because the size of the pixmap is larger than symbolic but display time is shorter because no scan conversion should have to perform at receiver side.