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Principles of 3D Animation Midterm Exam 2021-2022

Total questions: 25

Worksheet time: 19mins

Name
Class
Date
1.

Considered the most important discovery, it allows organic and inorganic objects to come to life in an exaggerated manner.

a)

Squash and Stretch

b)

Exaggeration

c)

Anticipation

d)

Secondary Action

2.

An audience must be taken through a planned sequence of actions that will lead them clearly from one activity to the next. The viewer must be prepared for the next movement and expect it before it actually occurs.

a)

Squash and Stretch

b)

Exaggeration

c)

Anticipation

d)

Secondary Action

3.

This is the most general of principles; it covers so many areas and goes back so far in the theater. The meaning however is very precise; it is the presentation of any idea so that it is completely and unmistakable clear.

a)

Staging

b)

Timing

c)

Follow Through and Overlapping Action

d)

Appeal

4.

Means literally that you begin with the first drawing and then the second and so forth.

a)

Slow in Slow out

b)

Straight Ahead Action

c)

Pose to Pose

d)

Secondary Action

5.

The animator will draw out key poses in an animated scene to block out the action, once the key poses are just right the animator will fill in the animation with what are called in-between drawings to polish off feel and timing.

a)

Slow in Slow out

b)

Straight Ahead Action

c)

Pose to Pose

d)

Secondary Action

6.

This is the term for animation that is applied to items that are attached to a character that do not move independently. When a character entering a scene reached the spot for his next action, the character often has to come to a sudden stop.

a)

Staging

b)

Timing

c)

Follow Through and Overlapping Action

d)

Appeal

7.

Based on the idea of the animator wanting to show off the extremes or key poses in an animated sequence, the animator would draw more in-betweens around these poses to draw the audience attention to the key pose.

a)

Squash and Stretch

b)

Exaggeration

c)

Anticipation

d)

Slow in Slow out

8.

Animators use arcs to make sure that the animation of a character for example looks solid and the proportions stay the same, even if squash and stretch is being applied.

a)

Slow in Slow out

b)

Exaggeration

c)

Arcs

d)

Secondary Action

9.

This principle deals with actions that happen in addition to the characters primary action.

a)

Squash and Stretch

b)

Exaggeration

c)

Anticipation

d)

Secondary Action

10.

Animators play with this principle all of the time, sometimes you hold a drawing or image for 3, 4, 1 frames and so on, until the desired look appears in the playback.

a)

Staging

b)

Timing

c)

Follow Through and Overlapping Action

d)

Appeal

11.

Also known as pushing the pose, it has to do with taking an action and pushing it to the next level for clarity of story.

a)

Squash and Stretch

b)

Exaggeration

c)

Anticipation

d)

Secondary Action

12.

Pertaining to artist draftsmanship skills, it has to do with the understanding of drawing. Creating a visual that becomes three dimensional on a two dimensional surface is the main goal.

a)

Staging

b)

Timing

c)

Solid Drawing

d)

Appeal

13.

This is one of the most important principles to learn. To have this, the image does not always have to be what is considered a traditionally pretty or a beautiful image.

a)

Staging

b)

Timing

c)

Solid Drawing

d)

Appeal

14.

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)  

15.

A modelling tool which deforms the structure of an entire object. However, the exact meaning of the term varies from software package to software package.

(a)  

16.

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)  

17.

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

(a)  

18.

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)  

19.

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

(a)  

20.

The automatic alignment of one object to another or to a reference grid, intended to aid the precise placement of objects within a scene or modelling hierarchy.

(a)  

21.

A simple three-dimensional form used as the basis for constructive solid geometry modelling techniques. Typical primitives include the plane, the cube, the sphere, the cone and the torus.

(a)  

22.

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

(a)  

23.

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

(a)  

24.

The process of binding the surface of a model to the underlying skeleton during character rigging.

(a)  

25.

A shading method in which a simple grid of lines is used to represent the basic contours of the underlying model.

(a)