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3D3SUMMATIVES
| Question | Answer |
|---|---|
| SA4 | |
| With parenting, you are taking an object or a node and directly popping it under another. True False | True |
| Rigging is what makes deforming a character possible. It's the process of taking a static mesh. 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 |
| Constraints on the other hand, allow you to build relationships without changing the hierarchical structure of the objects 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 |
| 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 |
| In layman's terms, rigging is the process of adding the digital strings to the puppet True False | True |
| You can Point Constrain one object to another so only the translation of an object is affected. True False | True |
| The object constrained will simply snap back to the leading object. True False | True |
| In _____ you are taking an object or a node and directly popping it under another Constraint Skinning Rigging Parenting | Parenting |
| The nuts and bolts of rigging in Maya Rigging Skinning Joints Skeleton | Joints |
| In order to create joints go to _______ > Joint Tool Skeleton Rigging Joints Skinning | Skeleton |
| To see the hierarchy of the joint chain and the parent-child relationship go to ___ Attribute Editor Layer Editor Outliner Channel box | Outliner |
| Creating a relationship between the mesh and the skeleton is known as ____ Rigging Skinning Parenting Constraint | Skinning |
| _______ allow you to build relationships without changing the hierarchical structure of the objects Skinning Constraint Parenting Rigging | Constraint |
| It's the process of taking a static mesh, creating an internal digital skeleton Keyframing None of the above Skinning Rigging | Rigging |
| In layman's terms, rigging is the process of adding the digital strings to the _____. Robot Puppet Object Doll | Puppet |
| To see the hierarchy of the joint chain and the parent-child relationship go to ____ Layer Editor Attribute Editor Channel box Outliner | Outliner |
| It what makes deforming a character possible. It what makes deforming a character possible. Skinning Keyframing None of the above Rigging | Skinning |
| Constraints on the other hand, allow you to build relationships without changing the hierarchical structure of the objects True False | True |
| This could be a custom-designed curve using the CV Curve Tool or simply a NURBS Primitive > Circle True False | True |
| Known as the jointOrient, this allows a joint to orient along an axis. True False | True |
| The most common object for animation controls is a curve True False | True |
| This is also known as Inverse Kinematics movement: rotational movement that works from the root down to the tip. True False | False |
| When it comes to rigging, understanding relationships is fundamental. True False | True |
| The object constrained will simply snap back to the leading object. True False | True |
| you can Point Constrain one object to another so only the translation of an object is affected. True False | True |
| Curves are non-renderable and you can very quickly edit the shape by going into component mode. True False | True |
| In layman's terms, rigging is the process of adding the digital strings to the puppet True False | True |
| set keys on the constrained object and in doing so, a pairBlend node will be created allowing you to choose if the keyframes or the constraint itself should be active True False | True |
| If you break a rig down, what you will have is a series of relationships and connections, almost like a family tree. True False | True |
| With parenting, you are taking an object or a node and directly popping it under another. 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 an object is constrained, you cannot manipulate the channels that are constrained as you can a parent-child relationship. True False | True |
| The object constrained will simply snap back to the leading object. True False | True |
| This could be a custom-designed curve using the CV Curve Tool or simply a NURBS Primitive > Circle True False | True |
| Constraints on the other hand, allow you to build relationships without changing the hierarchical structure of the objects True False | True |
| This is also known as Inverse Kinematics movement: rotational movement that works from the root down to the tip. True False | False |
| you can Point Constrain one object to another so only the translation of an object is affected. True False | True |
| Short cut for “Group” Ctrl + H Ctrl + E Ctrl + F Ctrl + G | Ctrl + G |
| FK stance for _____ Full Kinematics Fun Kinematics Forward Kinematics Fence Kinematics | Forward Kinematics |
| The most common object for animation controls is a _____ Cylinder Cube Curve Sphere | Curve |
| IK stance for ______ Internal Kinematics Involve Kinematics Intense Kinematics Inverse Kinematics | Inverse Kinematics |
| In order to create NURBS Circle go to NURBS PRIMITIVE > ______ Cube Cylinder Circle Sphere | Circle |
| _____ is the skinning algorithm used to create the bind Linear Blend Skinning Classic Linear Smooth Bind Bind Method | Bind Method |
| Classic Linear is also known as Smooth Bind Bind Method Classic Linear Linear Blend Skinning | Linear Blend Skinning (LBS) |
| The default method in smooth bind is the _______ Classic Linear Linear Blend Skinning Bind Method Smooth Bind | Classic Linear |
| Steps in creating smooth bind | Skin > Bind Skin > Smooth Bind> Options |
| To mirror the weights, select the mesh and go to | Skin > Edit Smooth Skin > Mirror Skin Weights |
| SA1 | |
| Keys lets you transform objects or skeletons over time by setting _____________ rotation keyframes animation translation | keyframes |
| What is the shortcut key for set key__________ | S |
| ______________ is the phase that describes the procedure of generating 3D objects within a certain scene texturing rendering animation modeling | modeling |
| In computer graphics, we don’t really say the point is “left/right”, “up/down”, or “higher/lower”. Instead we call the three dimensions the ________________ (Choose 3 answers) | X Y Z AXIS |
| __________ is the process used for digitally generating animated images. Computer animation Computer texturing Computer compositing Computer rendering | Computer animation |
| The very first step involved in a 3D production pipeline is the _____________ and the creation of the storyboards that translate these ideas into visual form character designing conceptualization of ideas story making None of the above | conceptualization of ideas |
| The more general term ___________ encompasses both static scenes and dynamic images, while computer animation only refers to moving images. computer graphic imagery computer graphic animation computer generated imagery computer generated animation | computer generated imagery |
| The procedure of generating 3D is sequentially categorized into three main sections and these are _________ __________ and __________. (Choose 3) rendering Layout and animation Visual Effects modeling CGI | rendering,Layout and animation, modeling |
| The process of a ________ animation pipeline is complex and can be a lot more complicated than any other forms of animation. 2D 4D None of the above 3D | 3D |
| __________ is a sequence of illustrations that showcase your digital story in two dimensions. Storymap 3D model Storyboard Story line | Storyboard |
| The short term for keyframe is ___________ frame key padlock marker | Key |
| To alter the playback options in order to normalize the playback speed | right clicking on the timeline and choosing Playback Speed → Real-time |
| Maya uses _________ for animation set driven keys frame rate keyframes path animation | keyframes |
| Essentially, the __________ is just a window into the overall animation of the scene. graph editor keyfframe time slider timeline | timeline |
| Placed directly below the viewport, the __________ is the most visible animation tool in Maya. time slider None of the above timeline keyframe | timeline |
| To change the slider's position, simply ___________ anywhere on the timeline left click press s click middle mouse right click | Left click |
| You can also "scrub" the slider across the timeline by __________ and dragging the mouse left and right. middle mouse clicking right clicking pressing 'S' left clicking | left clicking |
| To set a keyframe on the ball at the current frame, select the ball and go to Animate →___________ Add key Set key Place key None of the above | Set key |
| The dark gray bar is called the__________. Its position represents the scene's current animation frame, information also indicated by the value on the right. None of the above time slider timeline keyframe | Timeslider |
| To the _________ of the timeline are the playback controls. upward backward left right | Right |