MART 420 – Introduction to 3D Animation & Modeling I Final Exam 1. Right-clicking on an object bring up the: 2. Orthographic views contain no perspective – parallel lines always remain parallel. 3. In a default four-view layout, the four default views are: 4. To access the hotbox, you: 5. The view manipulation tool that doesn’t work in an orthographic view is: 6. Except in rare cases, when extruding faces you want “keep faces together”: 7. NURBS models are essentially rectangular patches deformed into the desired shape. 8. When polygonal modeling, it’s best to start out with a highly detailed shape so you have more vertices and faces to work with. 9. A common practice in polygonal character modeling is to model only half the character and mirror the geometry to complete the model. 10. Even in single-mesh characters, eyes are usually modeled as separate elements. 11. The NURBS function that creates a shape by connecting two curves is: 12. NURBS surfaces create smooth geometry with very few points 13. To create a sharp edge on a Sub-D object, we use 14. UV mapping is the only way to change the surface color of a model 15. UV shells can be “sewn” together to create larger contiguous shapes for mapping purposes. 16. UV maps can be created before models are smoothed. 17. Models can be smoothed either before or after blend shapes are created; it makes no difference at all. 18. Before beginning rigging your character, you should: 19. You should begin your character’s skeleton at: 20. When painting joint weights, the weight-painting tools that work best to adjust weights are: 21. To get joints into place, you should: 22. The purpose of the end joint in a chain is to: 23. When setting up your rig's control handles, it's important to make sure you: 24. Adding pole vector constraints to an IK chain allows you to aim things like elbows and knees: 25. Creating shelf controls for your character allows you to access controls that otherwise might be difficult to select: 26. A pop-thru of your animation is done to work out your character's main poses: 27. It's a good idea to keep all your keys on the same frame in a pop-thru: 28. The best tangents to use on a pop-thru are: 29. The dope sheet is a very useful window for moving around keys in your scene 30. Once you change the tangents of your keys to splines, no further adjustment is necessary; your animation is complete. 31. The main light positions in a three-point lighting scheme are: 32. A point light will give you the most control over where light falls in your scene 33. Color can be assigned to which type of light? 34. The strongest light source in an average three-point setup should be: 35. The two main types of shadows in Maya are: 36. The rendering process creates 2D images from the 3D environment: 37. Rendering a few test frames is a good way to determine how long each frame will take to render 38. To ensure proper numbering for a 1000-frame scene, the frame padding setting should be set to: 39. For your final render, you should always render to a QuickTime file 40. It is impossible to skip frames when rendering; every frame in a scene must be rendered in order. |