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Unit 9 Animation

Total questions: 14

Worksheet time: 11mins

Name
Class
Date
1.

What is Rigging?

a)

The process of building the underlying ‘skeleton,’ or a series of related bones, which is used to control the animation of a character model.

b)

The process of weighting the vertices of a 3D model to those bones—the relative weightings of the vertices to each bone will determine how the character deforms.

c)

The process of assigning weight values to vertices for the various bones in a rig—these weights are what will determine how the mesh deforms during animation.

d)

An approach to 3D modeling that starts off with a simple box primitive and builds out a form from that, using extrusion and various other techniques.

e)

A flat surface, the shape of which is defined by vertices and edges—multiple connected polygons make up a 3D model.

2.

What is Skinning?

a)

The process of building the underlying ‘skeleton,’ or a series of related bones, which is used to control the animation of a character model.

b)

The process of weighting the vertices of a 3D model to those bones—the relative weightings of the vertices to each bone will determine how the character deforms.

c)

The process of assigning weight values to vertices for the various bones in a rig—these weights are what will determine how the mesh deforms during animation.

d)

An approach to 3D modeling that starts off with a simple box primitive and builds out a form from that, using extrusion and various other techniques.

e)

A flat surface, the shape of which is defined by vertices and edges—multiple connected polygons make up a 3D model.

3.

What is Weight Painting?

a)

The process of building the underlying ‘skeleton,’ or a series of related bones, which is used to control the animation of a character model.

b)

The process of weighting the vertices of a 3D model to those bones—the relative weightings of the vertices to each bone will determine how the character deforms.

c)

The process of assigning weight values to vertices for the various bones in a rig—these weights are what will determine how the mesh deforms during animation.

d)

An approach to 3D modeling that starts off with a simple box primitive and builds out a form from that, using extrusion and various other techniques.

e)

A flat surface, the shape of which is defined by vertices and edges—multiple connected polygons make up a 3D model.

4.

The pole target overrides the usual constraints of an IK chain.

a)

True

b)

False

5.

When duplicating bones for symmetry, you can leave the bones that run up the middle of the character unselected.

a)

True

b)

False

6.

In Blender, new bones take the shape of which of the following?

a)

Tall pyramids

b)

Trapezoids

c)

Long Triangles

d)

Cylinders

e)

Oval

7.

When enabled, which display option/mode allows you to see bones that are otherwise hidden in the character models’ geometry?

Select one:

a)

Transparency

b)

Opacity

c)

Show Skeleture

d)

X-Ray

e)

Transparent armature mode

8.

Under which heading are the parent-child relationships set to in the Bone Constraints context of the properties window?

Select one:

a)

Relationships heading

b)

Family heading

c)

Group heading

d)

Kinship heading

e)

Armature family heading

9.

To correctly align bones on a model, you must continually switch between front, top and side views as you work.

a)

True

b)

False

10.

To show the names assigned to bones, what should you select in the Object data context in the properties window?

Select one:

a)

Display, and check the box next to Names

b)

Lexicon, and check the box next to Labels

c)

. Categories, and check the box next to Objects

d)

the names assigned to bones are always visible

11.

Which of the following modes are used to create new bones and remove others?

Select one:

a)

Pose mode

b)

Edit mode

c)

Options mode

d)

Paint mode

12.

To ensure you are only creating keyframes for position and rotation data, what should you select in the Active Keying set menus?

Select one:

a)

FreeSpin

b)

PosTurn

c)

LocRot

d)

AxisCon

13.

This Inverse Kinematics setup is common with ..............?

a)

Legs

b)

Arms

c)

Joints

d)

Knees

e)

Elbow

14.

Select that bone, set Pole Target to Armature, Bone to Elbow Target, and remember to set Pole Angle to - (a)   degrees, or the arm will be twisted out of place.

(enter a number)