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Lesson 5_Character Animation

Total questions: 25

Worksheet time: 6hrs 15mins

Name
Class
Date
1.

How can you create hierarchies for your layers in the Timeline?

a)

Using the Family View option

b)

Using the Parenting View option

c)

Using the Hierarchy View option

d)

Using the Child View option

2.

When you change a layer’s parent, that layer’s children will not follow.

a)

True

b)

False

3.

The connections between layers in Parenting View are keyframe-based.

a)

True

b)

False

4.

Classic tweens are not supported in the Motion Editor.

a)

True

b)

False

5.

_________________ require a separate motion guide layer to animate along a path.

a)

Classic tweens

b)

Motion Tween

c)

Inverse Kinematics

d)

Lip-syncing

6.

Which of these is a characteristic of both motion tweens and classic tweens?

a)

Don't support 3D rotations or translations

b)

Require a separate Motion Guide layer to animate along a path

c)

Not supported in the Motion Editor

d)

No other object can exist in the same layer as the tween

7.

When you move a child layer, what happens to the parent layer?

a)

The parent layer becomes the child layer

b)

The parent layer is moved also

c)

The parent layer is unaffected

d)

A child layer can't be moved

8.

While changing an instance’s position or rotation in a parent layer affects all the objects in a child layer, the same is true for color effects or filters.

a)

True

b)

False

9.

You cannot draw the path in a motion Guide, Adobe Animate creates the path automatically.

a)

True

b)

False

10.

____ allow you to draw a motion guide path and attach motion-tweened animations to the path.

a)

Motion tween layers

b)

Ease values

c)

Keyframes

d)

Motion guide layers

11.

Without a motion guide, how will an object's position be animated by a classic tween?

a)

In a straight line from the first to last keyframe

b)

Straight upwards

c)

Straight downwards

d)

You can't animate an object without a motion guide

12.

What happens to the path drawn in the motion guide when the final animation is published?

a)

The path is displayed, but not animated

b)

The drawn path must be manually removed

c)

The drawn path is not displayed

d)

The drawn path is displayed

13.

To animate a warped mesh, the mesh in the first keyframe and in the last keyframe must have an identical number and position of pins.

a)

True

b)

False

14.

Which tool cannot be used to edit the path in a motion guide?

a)

Pen Tool

b)

Selection Tool

c)

Subselection Tool

d)

Motion Path Tool

15.

The Snap to Objects modifier snaps selected objects to other objects when they are moved close together.

a)

True

b)

False

16.

How can you remove a pin if you make a mistake?

a)

Select the pin and press Delete/Backspace

b)

Use the Pin Delete tool

c)

Right-click the pin and select Delete

d)

You can't delete a pin once it is placed

17.

How do you apply an ease to a classic tween?

a)

Through the Properties panel

b)

Using the Motion Editor

c)

On the Timeline

d)

You can't apply an ease to a classic tween

18.

Both movie clip and graphic symbols have their own Timelines.

a)

True

b)

False

19.

The frames of a(n) graphic symbol are independent of the document’s main Timeline.

a)

True

b)

False

20.

The ______________ frames are synchronized with a document’s main Timeline

a)

Movie Clip

b)

Motion Tween

c)

Button

d)

Graphic Symbol

21.

The mouth positions that animators draw to synchronize to the soundtrack during dialog are called:

a)

Phisemes

b)

Facemes

c)

Phonemes

d)

Visemes

22.

The defined keyframes that you use to create an animation with an armature are called:

a)

Armature Keyframes

b)

Poses

c)

Keyposes

d)

Presses

23.

The calculations that are required to move all the parts of an armature naturally are called ____________.

a)

Inverse Kinematics

b)

Inversed Kinesthetics

c)

Animated Kinetics

d)

Articulated Kinematics

24.

In inverse kinematics, a ____ is a link from one symbol instance to another or from one interior part of a shape to another.

a)

bone

b)

muscle

c)

ligament

d)

ligature

25.

With inverse kinematics, when one bone moves, the other bones move in relation to it.

a)

True

b)

False