12 principals of animation video quiz

12 principals of animation video quiz

Assessment

Interactive Video

Arts

9th Grade

Hard

Created by

Joseph Conway

FREE Resource

6 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Who are credited with coining the 12 principles of animation?

Walt Disney and Ub Iwerks

Frank Thomas and Ollie Johnston

Chuck Jones and Tex Avery

Hayao Miyazaki and Isao Takahata

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a crucial guideline to follow when applying the "Squash & Stretch" principle in animation?

The object's color must change during the action.

The object's volume must remain constant.

The object must always return to its original shape immediately.

The object should only stretch, never squash.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main distinction between the "Straight Ahead" and "Pose to Pose" animation methods?

"Straight Ahead" involves animating frame by frame, while "Pose to Pose" focuses on drawing key poses first.

"Straight Ahead" is best for controlled movements, while "Pose to Pose" is for unpredictable actions.

"Straight Ahead" is a modern digital technique, while "Pose to Pose" is an older, traditional method.

"Straight Ahead" requires drawing key poses, while "Pose to Pose" involves drawing every single frame sequentially.

4.

MULTIPLE CHOICE QUESTION

30 sec • Ungraded

Are you enjoying the video lesson?

Yes

No

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

In traditional animation, how is the principle of "Slow In & Slow Out" applied to an action?

By increasing the number of in-between frames in the middle of the action.

By decreasing the number of in-between frames at the beginning and end of the action.

By adding more in-between frames closer to the start and end of an action, and fewer in the middle.

By using an S-curve for the motion, which is a computer animation technique.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the primary goal of "Solid Drawing" in animation?

To make characters appear flat and two-dimensional.

To ensure characters have weight, depth, and balance.

To exaggerate character features for comedic effect.

To simplify character designs for easier animation.