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QuestionAnswer
M6
By isolating specific channels, you can temporarily mute any motion not directly related to the motion you’re trying to troubleshoot. True False True
you can apply a squash deformer to the model of a ball and then parent constrain the ball to the hands of a character True False True
Character Animation does not use the principles of animation. True False False
The character will be moving up and down, side to side, rotating in different axes, and different parts of the body will be moving in different ways and at different times. True False True
Non-character objects are also very important to bringing your scene to life. True False True
You can constrain dynamic objects such as particle emitters, fields, and fluids to objects or characters in your scene. True False True
Before you animate the characters and objects in your scene, set up the scene by riggingall your characters and by applying the appropriate constraints and deformers to all the objects you want to animate. True False True
You can also create deformers for objects to create complex deformation effects. True False True
you can key the weights of the character’s hands and the squash deformer’s attributes to create an animation of the character bouncing the ball from hand to hand while the ball squashes on the ground and stretches as it rises back into the air.(T OR F) True
let’s say we want to isolate the character’s side-to-side motion in run cycle. We can select the control we want to view and open the Graph Editor. True False True
You can also create deformers for your character and animate them to produce effects.. True False True
Rigging a character, also known as character setup, involves creating skeletons and IK handles for your characters, binding skins to the skeletons, and setting up deformers and constraints.. True False True
For more complex shape deformations, you can also create a group of objects to be deformed and apply a blend shape deformer to that group.. True False True
M7
You can constrain ___________ such as particle emitters, fields, and fluids to objects or characters in your scene objects dynamic objects attribute objects transform objects dynamic objects
______ are most commonly used in video games to develop interactive moves for the characters you’re playing cycling walk deformers cycles cycles
In Animation, One foot is planted on the ground while the other is lifted. And both feet are _____ to the next contact pose standing passing contact walk passing
The second most important pose for a walk is the ______ t pose passing pose slight t pose jump pose passing pose
In Animation, when in _______. Both feet are in contact with the ground and the weight of the body is split between each leg. passing pose walking position standing position contact position contact position
In Animation, this is where a walk first starts to show life because there are ___________keys breakdown pause broken post to post breakdown
When creating animations, especially complex character animations, you may have a lot of _______ happening across many different channels layer animation object motion motion
Character Animation uses the principles of ________ Animation Motion Rendering Rigging Animation
Animation frame rate that should be follow for a real time rate 72 Frames 16 Frames 24 Frames 30 Frames 24 Frames
When animating, hips are generally a touch higher than they are in a contact so we establish a bit of up and down – between the ____ poses – a tiny sense of gravity and weight 3 poses 6 poses 4 poses 2 poses 2 poses
M8
Rigging is adding a set of controls that the animator can use to push and pull the character around as if he/she is a puppeteer True False True
Rigging is adding a set of controls that the animator can use to push and pull the character around as if he/she is a puppeteer True False True
The object constrained will simply snap back to the leading object. True False True
This is also known as Forward Kinematics movement: rotational movement that works from the root down to the tip. True False True
Known as the jointOrient, this allows a joint to orient along an axis. True False True
When an object is constrained, you can manipulate the channels that are constrained as you can a parent-child relationship. True False False
With parenting, you are taking an object or a node and directly popping it under another. True False True
Constraints on the other hand, allow you to build relationships without changing the hierarchical structure of the objects True False True
When you have created a chain of joints, hit Enter on the Keyboard to exit the tool. You can also exit the tool with the right-mouse button but this will create a final joint where the cursor was in the viewport True False True
When it comes to rigging, understanding relationships is fundamental. True False True
Created by: user-1957417
 

 



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