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Principles in 3D Animation Mid Term

Total questions: 25

Worksheet time: 19mins

Name
Class
Date
1.

An imitation of real-life motion through moving pictures. Still pictures when made to move at certain number of frames per second lead to an illusion of continuous motion.

(a)  

2.

Vector-based just like traditional animation. The difference is that frames are not drawn manually instead a computer program like Flash or Adobe Animate is used for animating the fundamental frames.

(a)  

3.

The research, designing and planning phase of the entire 3D project which is split between two teams: The design team which creates the idea, story and designs, and the management team who writes down the production plan.

(a)  

4.

At this stage, visual elements of the 3D animation will be handed out to the designated teams and artists.

(a)  

5.

The process of developing geometric surface representation of any object in a specialized 3D software such as Maya or 3Ds Max.

(a)  

6.

At this stage, the final touches are added to the project to make it look polished and professional (the definition of polished and professional might differ in various projects, of course).

(a)  

7.

Choose all the 3D file format

a)

.OBJ

b)

.TARGA

c)

.TIFF

d)

.FBX

e)

.STL

8.

Commonly labelled as frames per second (fps), is a term used to describe how many still frames will compose a single second of a moving image.

(a)  

9.

An object created by combining two objects using mathematical operators. The two objects may be subtracted from one other, merged, or intersected to form the new object.

(a)  

10.

The following are primitives except.

a)

Cube

b)

Soccer Ball

c)

Hourglass

d)

Wire

e)

Pyramid

11.

The surface geometry of a 3D model, made up of a series of linked geometry elements such as polygons, patches or NURBS surfaces.

(a)  

12.

A generic term describing any item that can be inserted into and manipulated within a 3D scene.

(a)  

13.

The process of preparing a character model for animation, including setting up an underlying skeleton, complete with constraints, controllers and kinematic systems, and linking it to the mesh of the character model.

(a)  

14.

A set of 3D objects, including the models themselves and the lights and camera that will be used when rendering them out.

(a)  

15.

A bitmap image that is applied to the surface of 3D object to give it detail.

(a)  

16.

A shading method in which a simple grid of lines is used to represent the basic contours of the underlying model. For many 3D artists, this is a favoured mode to work in, since it permits them to see faces and surfaces that would otherwise be hidden by overlying geometry.

(a)  

17.

A set of mathematical attributes that determine the ways in which the surface of a model to which they are applied reacts to light. These attributes are sub-divided into individual channels.

(a)  

18.

The process of creating simplified models with low polygon counts, usually for use in videogames, where scenes must be rendered in real time, by software with a limited ability to handle complex models.

a)

Re mesh

b)

Retopology

c)

Low Poly Modeling

d)

Baking

19.

A method of displaying 3D scenes adopted by many high-end software applications, in which a scene is shown simultaneously in Top, Side, Front and Perspective views.

(a)  

20.

The following are the main reasons for using a pipeline in 3D animation production except

a)

Time Management

b)

Budget Management

c)

Team Management

d)

Software Management

e)

Animation Management

21.

The following are the steps under pre-production stage except

a)

Stroyboarding

b)

Animatic

c)

Idea Generation

d)

Lighting

e)

3D Layout

22.

The following are the steps under production stage except

a)

VFX

b)

Rendering

c)

3D Modeling

d)

2D VFX

e)

Compositing

23.

The following are the steps under post-production stage except

a)

Color Correction

b)

Compositing

c)

3D Rigging

d)

3D Texturing

e)

Rendering

24.

The movements of the 3D objects or characters in a scene or setting are created during the animation stage.

a)

3D Motion Graphics

b)

Stop Motion

c)

Claymation

d)

3D Animation

25.

A method of reducing or preventing rendering artefacts by using colour information to simulate a higher screen resolution.

a)

Anti-Aliasing

b)

Retopology

c)

Z Remesh