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| Question | Answer |
|---|---|
| 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 |