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3D Animation Final Exam

Total questions: 64

Worksheet time: 32mins

Name
Class
Date
1.

A technique used in skeletal animation for representing a 3D character model using a series of interconnected digital bones.

a)

Rigging

b)

Scaling

c)

Constraining

d)

Kinematics

2.

This is the process of binding a modeled surface to a skeleton.

a)

UV Mapping

b)

Inverse Kinematics

c)

Creating Joints

d)

Skinning

3.

The _________ is the interface for your character, dictating how the character moves.

a)

Joint

b)

Rig

c)

Constraint

d)

Timeline

4.

A _________ is basically a marker used to specify an object's position and attributes at a given point in time.

a)

Timeframe

b)

Spacing Frame

c)

Keyframe

d)

Scene Frame

5.

After you create a skeleton, you bind it with the character’s surface so that the surfaces move with the skeleton during animation. The character’s surface after binding is called a ______.

a)

Skin

b)

Constraint

c)

UV Map

d)

Texture

6.

These are the building blocks of skeletons and their points of articulation; they have no shape and therefore can not be rendered.

a)

Workspace

b)

Nodes

c)

Rigs

d)

Joints

7.

What is 3D Rigging?

a)

The process of setting lighting into a 3D scene.

b)

The process of producing 3D objects from primitive objects such as Cube

c)

The process of assembling joints and controllers into 3D characters or 3D models.

d)

The process of incorporating materials and textures into 3D characters or 3D models

8.

Explain the function of aim constrain.

a)

Attach to the movement of the first thing we selected

b)

Attach the rotation from first object to second object

c)

Make the second object that we selected will follow the movement of the second object

d)

Point the second object to the first object that we selected

9.

Which of the following statements does NOT correctly describe the function of the controller in the animation process?

a)

Works to simplify the process of returning the joint to its default position joint

b)

Works as a history saver in the Modeling process

c)

Functions as a substitute for moving joints

d)

Function as a place to save animated keys

10.

Which is the correct root joint definition?

a)

Root joint can only move one joint

b)

Root joint is a joint / bone that controls the entire joint hierarchy

c)

Root joint is a joint that is not connected to each other

d)

Root joint only controls some joints

11.

What steps should be AVOIDED when building a joint in the Autodesk MAYA scene?

a)

Avoid create a joint from top viewport

b)

Avoid create a joint from front viewport

c)

Avoid create a joint from perspective viewport

d)

Avoid create a joint from top side viewport

12.

Figure shows a 3D model of the left hand. Through this diagram, it is clear that this 3D model will cause problems during the rigging process.


What is the problem?

a)

Topology on the thumb

b)

Topology on middle finger

c)

Topology on the elbow

d)

Topology on the index finger

13.

This tool is used to determine the influence of a joint on vertex on something rigging?

What is the tool?

a)

Attribute Editor

b)

Component Editor

c)

Outliner

d)

Blend shape

14.

Which of the following is the correct process rule for character rigging?

a)

Create joint > Create Controller > Bind skin

b)

Bind skin > create joint > create controller

c)

Bind skin > Create controller > Create joint

d)

Create controller > Create joint > Bind skin

15.

Figure shows left-hand rigging with wrong bend direction.

What mistakes were made during this rigging process that contributed to such problems?

a)

Error while inserting IK handle

b)

Mistakes during the modeling and rendering process

c)

Mistakes determine the direction of the joint bending during the joint construction process

d)

Error in applying constraint scale and constraint parent to elbow

16.

Figure 4 shows a left-handed 3D model. A rigger intends to attach the controller to the index finger of the model so that it can bend like normal human fingers.


Based on the pivot in figure, what rotation axis does the rigger need to use to achieve that goal?

a)

X

b)

Y

c)

Z

d)

X AND Z

17.

What are the things to keep in mind when doing the rigging process

a)

Key Frame

b)

Lighting

c)

Object Naming

d)

Texture

18.

IK handles are often used in the rigging process for limbs such as feet and hands.

Name the full name for the IK

a)

Inverse Kinetics

b)

Inverse Kinematics

c)

Intelligent Kinematics

d)

Informative kinematics

19.

An animation director intends to produce an animated series with characters that are capable of flexing.

Who should he consult to reach that goal?

a)

Rigger

b)

Modeler

c)

Illustrator

d)

Render Artist

20.

Figure 5 shows an open door

Based on the figures in figure 5, where is the center of rotation for the of the door?

a)

1

b)

2

c)

3

d)

4

21.

_____________ a face or polygon that is made up of five or more sides or edges connected by five or more vertices.

a)

Plane

b)

Cube

c)

Ngon

d)

Quad

22.

Which of the following modeling techniques allows for a real world object (or even actor) to be scanned, analyzed, and the raw data (typically an x,y,z point cloud) is used to generate an accurate polygonal or NURBS mesh.

a)

Digital Sculpting

b)

Spline Modeling

c)

3D Scanning

d)

Image Based Modeling

e)

Procedural Modeling

23.

_________________ Models are comprised of smoothly interpreted surfaces, created by "lofting" a mesh between two or more Bezier curves (also known as NURBS).

a)

Digital Sculpting

b)

Spline

c)

3D Scanned

d)

Image Based

e)

Solid Box

24.

____________________ meshes are created organically, using a (Wacom) tablet device to mold and shape the model almost exactly like a sculptor would use rake brushes on a real chunk of clay.

a)

Digital Sculpting

b)

Spline Modeling

c)

3D Scanning

d)

Image Based Modeling

e)

Procedural Modeling

25.

Choose the correct definition for Topology. (3D Modeling)

a)

Topology refers to basic shapes such as sphere, cube, cone, cylinder, torus, and plane.

b)

This refers to the geometric surface characteristics of a 3D object. Topology consist of faces, edges, and vertices. Faces are usually quadrilateral or triangular, and make up the surface of the 3D model.

c)

Topology is a modeling technique that allows the modeller to create 3D characthers usimg NURBS curves.

26.

What is the main difference between Photorealistic and Stylized 3D models?

a)

Stylized models tend to have exaggerated features that appear cartoony while Photorealistic modeling aims to simulate eye-for-eye a 3D object that looks exactly like the real-world object.

b)

Photorealistic models tend to have exaggerated features that appear cartoony while Stylized modeling aims to simulate eye-for-eye a 3D object that looks exactly like the real-world object.

c)

Both stylized and photorealistic models purposely go out of their way to make 3D objects a lot different to the real world in order to fulfill some purpose.

27.

3D Modeling is used in a wide range of fields, including:

a)

Football, Track and Field, Swimming, Tennis

b)

Film, Automotive, Video Games, Engineering

c)

Mathematics, English, Literature, Accounts

d)

Politics, Religion, Body building, Radio

28.

The Oculus Rift and Samsung Gear Headsets are used for:

a)

Rotoscoping

b)

Virtual Reality

c)

Motion Capture

d)

3D Scanning

29.

_________________is a technology that layers computer-generated enhancements atop an existing reality (Real World) in order to make it more meaningful through the ability to interact with it.

a)

Cutout Animation

b)

Virtual Reality

c)

Motion Capture

d)

Augmented Reality

30.

Which of the following software is used for 3D modeling?

a)

Illustrator, Photoshop, Krita

b)

Medi Bang, Flash, Open Toonz

c)

Cinema 4D, Z-Brush, Mud Box

d)

Toon Boom, Sinfig, Sketch Book Pro

31.

Identify the models that are stylized.

a)
b)
c)
d)
e)
32.

Which selection mode allows you to select edges, vertex, or face in Autodesk Maya?

a)

Component Mode

b)

Object Mode

c)

Soft Selection mode

d)

Content Mode

33.

Which is the correct order in which processes in a 3D Studio would occur

a)

Rigging, Animation, Modeling, Rendering

b)

Modeling, Rigging, Animation, Rendering

c)

Animation, Rendering, Modeling, Rigging

d)

Rendering Modeling, Animation, Rigging

34.

Select the images that show low polygon models.

a)
b)
c)
d)
e)
35.

Select the models that are photorealistic.

a)
b)
c)
d)
e)
36.

* (a)   Modelling is anything natural such as trees, animals and humans.

37.

(a)   surface models can be classified as anything that is machined or man-made eg. Chair, table car, while

38.

Identify the images where the character is in a T-pose.

a)
b)
c)
d)
39.

Identify the icon/button that allows the user to use the Extrude tool in Autodesk Maya 2020.

a)
b)
c)
d)
40.

Identify the icon/button that allows the user to use the Target Weld tool in Autodesk Maya 2020.

a)
b)
c)
d)
41.

3D meshes that strive for with efficient polygon distribution, proper placement of polygonal edge-loops, few or no triangular faces are referred to as:

a)

Clean Topology

b)

Dirty Topology

c)

Clean Edge Flow

d)

Uneven Edge FLOW

42.

_______________is a process of making three-dimensional solid objects from a digital file. The object is created by laying down successive layers of material until the object is created.

a)

3D Scanning

b)

3D Printing

c)

3D Sculpting

d)

2D Printing

43.

Read the following statement and answer the question.


"When you make changes to 3D shape in Maya the information is stored in the channel box under the inputs section. A long list of all the tweaks are stored. It is important that you delete this history when you have finished modeling"


Why is it important to delete your history after you have finished modeling the object?

a)

This will result in a smaller file size for your model and it will load much faster when Maya is initiated

b)

It will prevent Maya from crashing.

c)

It will make the 3D models look more appealing

d)

This will result in a larger file size for your model and it will load much slower when Maya is initiated

44.

This process projects a texture map onto a 3D object

a)

UV Mapping

b)

Attribute Editor

c)

Channel Box

d)

3D Mapping

45.

These are the materials that actually define the color of your model when rendered or seen in the view port. Identify the different surface materials that you can choose from.

a)

Lambert

b)

Phong

c)

Blinn

d)

Ambient

e)

Specularity

46.

You can get assets from Autodesk Maya such as Paint Effects, Ocean examples, Fluid Examples, Sculpting Base Meshes, etc.


These can be accessed by going to the:

a)

Attribute Editor

b)

Outliner

c)

Content Browser

d)

UV Editor

47.

What are the 3 types of lights that are used in a 3 point light setup?

a)

Sky Dome, Sun, Area

b)

Ambient, Volume and Point

c)

Directional, Spot and Area

d)

Key, Fill and Rim

48.

The __________ is the main light source, and it is position on one side of the character. It is the brightest light used in a 3 point lighting setup.

a)

rim light

b)

key light

c)

back light

d)

fill light

49.

The ______________ is the secondary light and it is used to fill in dark areas or shadows on the object.

a)

directional light

b)

key light

c)

fill light

d)

area light

50.

The _____________ is position behind the character. This light is used to separate the character from the background. It ca add an halo effect on the outline of the object.

a)

Spot Light

b)

Fill Light

c)

Key Light

d)

Rim light

51.

Identify this light?

a)

Ambient Light

b)

Spot Light

c)

Area Light

d)

Volume Light

52.

Identify this type of light.

a)

Area Light

b)

Directional Light

c)

Sky Dome

d)

Fill Light

53.

Identify this type of light.

a)

Area Light

b)

Directional Light

c)

Spot Light

d)

Fill Light

54.

__________________ Light emits parallel light rays in a single direction but the light reaches out into infinity.This is light that mimics the lighting that you would get from the sun. You can rotate the light in any direction. Only its rotational values matter.

a)

directional light

b)

key light

c)

fill light

d)

area light

55.

______________________is the process of improving the appearance of an image on different devices. Various attributes of an image such as contrast, color, saturation, detail and black level, may be enhanced whether for motion pictures, videos, or still images.

a)

Colour grading

b)

Texturing

c)

UV Editing

d)

Rendering

56.

What does a colourist do?

a)

They rig 3D characters.

b)

They animate 3D characters

c)

They model 3D characters and object.

d)

They contribute to the mood and look of a film by defining its colours.

57.

__________________ is the automatic process of generating a photorealistic or non photorealistic image from a 2D or 3D scene by means of computer programs.

a)

Rendering

b)

Animating

c)

Modeling

d)

UV Mapping

58.

A child within your character rig’s hierarchy can influence the movement of its parents. The node controls the rotation of the chain is known as:

a)

Forward Kinematics

b)

Inverse Kinematics

c)

Mirror Joints

d)

Weight Painting

59.

Mannualy rotating the characters limbs independently is known as

a)

Mirror Joints

b)

Weight Painting

c)

Inverse Kinematics

d)

Forward Kinematics

60.

3D rendering technique which involves capturing an omnidirectional representation of real-world light information as an image. This image is then projected onto a dome or sphere

a)

3 Point Lighting

b)

Point light

c)

Area Lighting

d)

Image-Based Lighting

61.

Which is the correct order of positions for a Jump?

a)

Standing, Antic, Take-off, Hang time, Squash, Settle

b)

Squash, Settle, Hang time, Contact

c)

Take-off, Antic, Landing, Settle

d)

Settle, Hang time, Take-off, Antic, Contact

62.

Which modeling technique is this?

a)

3D Sculpting

b)

3D Scanning

c)

3D Mapping

d)

Photography

63.

Identify this tool.

a)

Create IK Handle Tool

b)

Bind Skin Tool

c)

Forward Kinematics Tool

d)

Create Joint Tool

64.

Identify this tool.

a)

Create IK Handle Tool

b)

Bind Skin Tool

c)

Forward Kinematics Tool

d)

Create Joint Tool