MART 420 – Introduction to 3D Animation & Modeling I

Midterm
Fall 2008

1. Right-clicking on an object bring up the:
A. Hotbox
B. Channel Box
C. Marking Menu
D. Option Box

2. Orthographic views contain no perspective – parallel lines always remain parallel.
A. T
B. F

3. In a default four-view layout, the four default views are:
A. Top, left, front, and perspective
B. Top, front, perspective, and side
C. Side, top, perspective, and UV
D. Front, side, perspective and camera

4. The view manipulation tool that doesn’t work in an orthographic view is:
A. Move tool
B. Zoom tool
C. Rotate tool
D. All view manipulation tools work in an orthographic view

5. Except in rare cases, when extruding faces you want “keep faces together”:
A. On
B. Off

6. NURBS models are essentially rectangular patches deformed into the desired shape.
A. T
B. F

7. When polygonal modeling, it’s best to start out with a highly detailed shape so you have more vertices and faces to work with.
A. T
B. F

8. A common practice in polygonal character modeling is to model only half the character and mirror the geometry to complete the model.
A. T
B. F

9. Even in single-mesh characters, eyes are usually modeled as separate elements.
A. T
B. F

10. The NURBS function that creates a shape by connecting two curves is:
A. Offset curve
B. Loft
C. Revolve
D. Boundary

11. NURBS surfaces create smooth geometry with very few points
A. T
B. F

12. To create a sharp edge on a Sub-D object, we use
A. Weighted vertices
B. Creases
C. Sharpen clusters

13. UV mapping is the only way to change the surface color of a model
A. T
B. F

14. UV shells can be “sewn” together to create larger contiguous shapes for mapping purposes.
A. T
B. F

15. UV maps can be created before models are smoothed.
A. T
B. F

16. Models can be smoothed either before or after blend shapes are created; it makes no difference at all.
A. T
B. F

17. Before beginning rigging your character, you should:
A. Delete modeling history
B. Do a “cleanup pass” to merge any stray points
C. Make sure your character is in the “DaVinci” pose
D. All of the above

18. You should begin your character’s skeleton at:
A. The character’s feet
B. The character’s head
C. The character’s shoulders
D. The character’s pelvis

19. To get joints into place, you should:
A. Translate and rotate
B. Scale on the X axis and rotate
C. Translate and scale on the X axis
D. Scale only

20. The purpose of the end joint in a chain is to:
A. Set the final rotation of the entire joint chain
B. Orient the previous joint in the chain
C. Specify the joint chain's behavior
D. There is no special purpose to the end joint