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3D Animation - #2
3D Animation - Intro to Intermediate - Part 2
Question | Answer |
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Pivot point | the pivot point is the point in space around which all rotation, scaling and mirror transformations are centered. A point that normally lies at an object’s geometric center. An object’s position and rotation are calculated in relation to its pivot-point. |
Parenting | creating a Parent-Child relationship between two objects. This is done by holding the shift key down and selecting multiple objects. The last one selected will be the parent object. . |
Child | objects can be linked to each other in hierarchical groups. The Parent Object in such groups passes its transformations through to the Child Objects. |
Hierarchy | objects can be linked to each other in hierarchical groups. The Parent Object in such groups passes its transformations through to the Child Objects. |
Keyframe | a frame in a sequence that specifies all of the attributes of an object. You can change whatever individual properties on a keyframe that you want to. The object can then be changed in any way and a second keyframe defined. |
tweening | is short for in-betweening, the process of generating intermediate frames between two keyframes (includes any objects selected on that keyframe) to give the appearance that the first image proceeds smoothly into the second image. |
Interpolation | This is another word for tweening. In Blender, tweening from one keyframe to another can specify particular properties to be altered between them. |
Transform | change a location, rotation, or size. Usually applied to whole Objects or vertices. |
armature | a structure of “bones” that goes inside an object mesh to dictate how it will be able to move. |
root bone | The “bones” in an armature can be hierarchical and commonly have one of these that can affect other bones, such as for a whole arm. |
rig | associated with an armature; how the internal connected bones of an object are set up to control that object‘s movement such as for a whole character. |
Smoothing | defines how Faces are shaded. Faces can be either solid (faces are rendered with their flat edges) or smooth (faces are smoothed by interpreting inbetween positions on every point of the face). |
topology | the arrangement of Vertices, Edges, and Faces which define the shape of a mesh |
sub-dividing | technique for adding more geometry to a mesh. It creates new vertices on subdivided edges, new edges between subdivisions and new faces based on new edges. |
edge loop | Chain of Edges belonging to consecutive faces. An edge loop ends at a pole or a boundary. Otherwise, it is cyclic and wraps to meet the other side of the first edge |