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3D3SUMMATIVES

QuestionAnswer
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
Created by: user-1957417
 

 



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