Animation Theory Exam

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Animation Theory Exam - Quiz

For animation lovers, we have brought an animation theory exam to test their animation skills. Animation has been a big part of the modern world. Animation has been influencing the world everywhere. So, in this quiz, we will test how well you understand animation and how well you are able to answer these questions. Give your best try and make sure you get at least 60 or above in this quiz. Best of luck to you.


Questions and Answers
  • 1. 

    A shot of a character’s eye, mouth, or fingers will help enforce the urgency in what is happening, this shot is :

    • A.

      Close up shot

    • B.

      Point of view shot

    • C.

      Extreme close-up shot

    • D.

      Over the shoulder shot

    Correct Answer
    C. Extreme close-up shot
    Explanation
    An extreme close-up shot focuses on a specific part of a character's body, such as their eye, mouth, or fingers. By zooming in so close, it creates a sense of intimacy and intensity, emphasizing the urgency of the situation. This shot allows the audience to see every detail and expression on the character's face or the movement of their fingers, heightening the emotional impact and drawing the viewer's attention to the specific action or emotion being portrayed.

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  • 2. 

    Material that represents surfaces with grooves, such as CD, feathers, fibers that run parallel to each other & it secular highlight trend to be elongated & run perpendicular to the direction of the grooves is

    • A.

      Lambert

    • B.

      Blinn

    • C.

      Phong

    • D.

      Anisotropic

    Correct Answer
    D. Anisotropic
    Explanation
    Anisotropic materials are able to exhibit different properties when measured in different directions. In the context of the question, anisotropic materials can represent surfaces with grooves such as CDs, feathers, and fibers that run parallel to each other. These materials tend to have elongated highlights that run perpendicular to the direction of the grooves.

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  • 3. 

    Dissolve transition is used in storyboarding to :

    • A.

      Soften transition between scenes.

    • B.

      Show that time has elapsed.

    • C.

      Al of the other options

    • D.

      No transition is used in Storyboarding

    Correct Answer
    B. Show that time has elapsed.
    Explanation
    The dissolve transition in storyboarding is used to show that time has elapsed. This transition is commonly used to indicate a passage of time or a change in location. It creates a smooth and gradual transition between scenes, blending one image into another. By using the dissolve transition, the audience can understand that there has been a time lapse or a change in the story without the need for explicit narration or dialogue.

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  • 4. 

    To adjust the place and position of a texture image that is being mapped into an object, we the should access the attribute of the following node:

    • A.

      The place2Dtexture Node

    • B.

      The Material Node

    • C.

      The Shading group node

    • D.

      The Positioning Node

    Correct Answer
    A. The place2Dtexture Node
    Explanation
    The correct answer is the place2Dtexture Node. This node is responsible for adjusting the place and position of a texture image that is being mapped into an object. It allows users to control attributes such as translation, rotation, and scale of the texture mapping. By accessing the place2Dtexture Node, users can precisely manipulate the placement and orientation of the texture on the object's surface.

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  • 5. 

    The basic building block for skeletons in Maya Is called?

    • A.

      A Controller

    • B.

      A Joint

    • C.

      A Group

    • D.

      A polygon

    Correct Answer
    B. A Joint
    Explanation
    In Maya, the basic building block for skeletons is called a joint. Joints are used to create the structure and movement of characters or objects in the 3D environment. They act as the connection points between different parts of the skeleton, allowing for articulation and animation. By creating a hierarchy of joints, animators can manipulate the movement of the entire skeleton, providing flexibility and control over the character or object's motion.

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  • 6. 

    The area where the artist draws actions of a story on a storyboard is called:

    • A.

      Canvas

    • B.

      Thumbnail

    • C.

      Camera view

    • D.

      Panel

    Correct Answer
    D. Panel
    Explanation
    In the context of storyboarding, a panel refers to the area where an artist draws the actions of a story. It is a designated space where different scenes or shots are depicted visually, helping to convey the narrative flow and composition of a story. A panel serves as a visual representation of a specific moment in the story and is commonly used in film, animation, and comic book production.

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  • 7. 

    To attach a character model to a skeleton, you need to apply the following command Bind Skin>:

    • A.

      Smooth Bind

    • B.

      Rigid Bind

    • C.

      Skin Geometry

    • D.

      Smooth Bind or Rigid Bind

    Correct Answer
    D. Smooth Bind or Rigid Bind
    Explanation
    To attach a character model to a skeleton, you can use either the Smooth Bind or Rigid Bind command. Smooth Bind creates a smooth deformation between the character model and the skeleton, allowing for more natural movement. Rigid Bind, on the other hand, creates a rigid connection between the character model and the skeleton, resulting in more controlled and precise movements. Both commands are valid options for attaching a character model to a skeleton, depending on the desired effect.

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  • 8. 

    One of the following is not needed to create a fully rigged character.

    • A.

      A geometry

    • B.

      A Skeleton

    • C.

      A Light

    • D.

      An IK handle

    Correct Answer
    C. A Light
    Explanation
    A light is not needed to create a fully rigged character. A geometry is necessary as it represents the physical shape of the character. A skeleton is required to define the bone structure and control the movement of the character. An IK handle is used to manipulate and control the movement of the character's limbs. However, a light is not directly related to the rigging process and is instead used for lighting and shading purposes in the final rendered scene.

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  • 9. 

    Which one of the following is an Ik handle type?

    • A.

      IkSCsolver handle

    • B.

      IkRPsolver handle

    • C.

      Ik Spline handle

    • D.

      All of the other options

    Correct Answer
    D. All of the other options
    Explanation
    The correct answer is "All of the other options." This means that all of the given options (ikSCsolver handle, ikRPsolver handle, and ik Spline handle) are types of Ik handles.

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  • 10. 

    When your parent constrain two objects, the constraining objects will control the following attributes of the other object:

    • A.

      The Scale Attributes Only

    • B.

      The Translate Attributes Only

    • C.

      The Translate Attributes, The Rotate Attributes

    • D.

      The Scale Attributes, The Translate Attributes

    Correct Answer
    C. The Translate Attributes, The Rotate Attributes
    Explanation
    When your parent constrain two objects, the constraining objects will control the Translate Attributes and the Rotate Attributes of the other object.

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  • 11. 

    One of the following is not a Lambert material attribute:

    • A.

      Color

    • B.

      Transparency

    • C.

      Diffuse

    • D.

      Reflectivity

    Correct Answer
    D. Reflectivity
    Explanation
    Reflectivity is not a Lambert material attribute because Lambert materials are diffuse, meaning they scatter light in all directions equally. Reflectivity, on the other hand, refers to the ability of a material to reflect light in a specific direction, which is not a characteristic of Lambert materials. Lambert materials do not have a specular component, meaning they do not reflect light in a concentrated manner like reflective materials do. Therefore, reflectivity is not a property of Lambert materials.

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  • 12. 

    What of the following is not demonstrated or mentioned in storyboards :

    • A.

      Music background

    • B.

      Transitions

    • C.

      Number of the shot

    • D.

      Duration time

    Correct Answer
    A. Music background
    Explanation
    The correct answer is Music background. The question is asking for something that is not demonstrated or mentioned in storyboards. Storyboards are visual representations of a story, typically used in film or animation, and they primarily focus on the visual elements such as transitions, the number of shots, and the duration time of each shot. Music background is not typically depicted or mentioned in storyboards as it is a separate element that is added during the post-production stage.

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  • 13. 

    One of the following is a Maya surface material.

    • A.

      Phong

    • B.

      Blinn

    • C.

      Anisotropic

    • D.

      All of the other options

    Correct Answer
    D. All of the other options
    Explanation
    The correct answer is All of the other options. This means that all of the options listed (Phong, Blinn, Anisotropic) are Maya surface materials.

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  • 14. 

    One of the following is essential to creating animations.

    • A.

      Coloring shape

    • B.

      Creating motion path

    • C.

      Creating keys

    • D.

      Setting the opacity of the shape.

    Correct Answer
    C. Creating keys
    Explanation
    Creating keys is essential to creating animations. Keys are specific points in time where the animator sets the values for the properties of an object, such as position, scale, rotation, or opacity. By creating keys at different points in time and adjusting the values, the animator can create the illusion of movement and change over time. Keys serve as the foundation for animating objects and bringing them to life in an animation.

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  • 15. 

    Compositing is:

    • A.

      Combining visual elements from separate sources into a single visual element

    • B.

      Combining ready-made audio and video elements

    • C.

      Preparing music for the movie

    • D.

      Determining milestones and bottlenecks of projects

    Correct Answer
    A. Combining visual elements from separate sources into a single visual element
    Explanation
    Compositing is the process of combining visual elements from different sources into a single visual element. This involves taking separate images or footage and seamlessly blending them together to create a cohesive final image or video. It is commonly used in film and video production to add special effects, create realistic backgrounds, or merge actors into virtual environments. By combining these separate visual elements, compositing allows for the creation of complex and visually stunning compositions that would be difficult or impossible to achieve using a single source.

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  • 16. 

    One of the following tools can’t be used to add extra faces to an existing geometry:

    • A.

      Insert Edge Loop Tool

    • B.

      Split Polygon Tool

    • C.

      Extrude

    • D.

      Sculpt Geometry Tool

    Correct Answer
    D. Sculpt Geometry Tool
    Explanation
    The Sculpt Geometry Tool is used for manipulating and sculpting existing geometry, but it cannot be used to add extra faces to an existing geometry. It is primarily used for shaping and refining the existing geometry by pushing, pulling, smoothing, and deforming it. The other tools mentioned, such as the Insert Edge Loop Tool, Split Polygon Tool, and Extrude, are all capable of adding extra faces or edges to an existing geometry. Therefore, the Sculpt Geometry Tool is the correct answer.

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  • 17. 

    Adobe After effects is considered:

    • A.

      Layer-based compositing software

    • B.

      Node based compositing software

    • C.

      It’s not categorized neither as layered nor node based compositing software.

    • D.

      All of the other options

    Correct Answer
    A. Layer-based compositing software
    Explanation
    Adobe After Effects is considered a layer-based compositing software because it allows users to work with multiple layers of video, images, and effects. Users can stack these layers on top of each other and adjust their properties individually to create complex compositions. This layer-based approach gives users more control and flexibility in manipulating and animating elements within a composition.

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  • 18. 

    To create a single mesh out of two or more meshes we use the following command:

    • A.

      Combine

    • B.

      Bridge

    • C.

      Merge

    • D.

      Attach Mesh

    Correct Answer
    A. Combine
    Explanation
    The correct answer is "Combine." This command allows us to merge two or more separate meshes into a single mesh. By using the Combine command, we can join the vertices, edges, and faces of multiple meshes together, creating a unified object. This is useful when we want to combine different parts of a model or merge separate objects into one cohesive mesh.

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  • 19. 

    All of the following are dynamic systems that are built in Autodesk Maya Unlimited, except:

    • A.

      Particles

    • B.

      Fluids

    • C.

      NURBS

    • D.

      NCloth

    Correct Answer
    C. NURBS
    Explanation
    Autodesk Maya Unlimited is a software used for creating 3D models and animations. It includes various dynamic systems that allow for realistic simulations, such as particles, fluids, and nCloth. NURBS, on the other hand, are a type of mathematical representation used in computer graphics to create smooth curves and surfaces. While NURBS can be used in Maya, they are not considered a dynamic system like particles, fluids, and nCloth.

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  • 20. 

    One of the following is not a Boolean operation type:

    • A.

      Intersection

    • B.

      Union

    • C.

      Divide

    • D.

      Difference

    Correct Answer
    C. Divide
    Explanation
    The given question asks to identify the operation that is not a Boolean operation type. The Boolean operations typically involve comparing two sets and returning a new set based on the comparison. Intersection, Union, and Difference are all examples of Boolean operations as they involve comparing sets and returning a new set based on the comparison. However, "Divide" is not a Boolean operation type as it does not involve comparing sets or returning a new set based on the comparison. Therefore, "Divide" is the correct answer.

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  • 21. 

    You can use the following render engines to render Maya particles:

    • A.

      Maya software

    • B.

      Hardware render buffer

    • C.

      Maya software or hardware render buffer

    • D.

      Capital Ray

    Correct Answer
    C. Maya software or hardware render buffer
    Explanation
    The correct answer is Maya software or hardware render buffer because both of these render engines are capable of rendering Maya particles. Maya software is a software-based render engine that uses the CPU to render particles, while the hardware render buffer utilizes the graphics card to render particles. Therefore, either of these options can be used to render Maya particles depending on the user's preference or specific requirements.

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  • 22. 

    How can we animate the paint effect brushes?

    • A.

      Using the built in turbulence, or using springs

    • B.

      Paint effects must be converted to polygons to be animated

    • C.

      Paint effects can NOT be animated from the fist place

    • D.

      They must be animated by hand

    Correct Answer
    A. Using the built in turbulence, or using springs
    Explanation
    Paint effects can be animated by using the built-in turbulence or by using springs. These tools allow for the creation of dynamic and realistic movements within the paint effects, adding a sense of motion and flow to the brush strokes. By applying turbulence or springs, the paint effects can be made to move in a natural and animated manner, enhancing the overall visual effect.

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  • 23. 

    There are 3 different geometry types in Maya and they are:

    • A.

      Polygons, NURBS, Deformers

    • B.

      NURBS, Subdiv, Polygons

    • C.

      Subdiv, Deformers, Polygons

    • D.

      Polygons, Bevels, NURBS

    Correct Answer
    B. NURBS, Subdiv, Polygons
    Explanation
    Maya, a 3D computer graphics software, supports three different geometry types: NURBS, Subdiv, and Polygons. NURBS (Non-Uniform Rational B-Splines) are mathematical representations of 3D geometry that allow for smooth curves and surfaces. Subdiv (Subdivision Surfaces) are a type of polygon mesh that can be subdivided to create smooth surfaces. Polygons are the most commonly used geometry type in Maya, consisting of flat faces joined by straight edges. The given answer correctly lists the three geometry types in the order of NURBS, Subdiv, and Polygons.

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  • 24. 

    One of the following is not a Polygon component:

    • A.

      Face

    • B.

      Vertex

    • C.

      Edge

    • D.

      Hull

    Correct Answer
    D. Hull
    Explanation
    The term "hull" does not typically refer to a component of a polygon. In geometry, a hull usually refers to the outer boundary or envelope of a set of points or objects. In the context of polygons, the components are usually defined as faces, vertices, and edges. Therefore, "hull" is not a polygon component.

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  • 25. 

    We can use one of the following commands in NURBS modeling to create different NURBS surfaces:

    • A.

      Loft

    • B.

      Extrude

    • C.

      Revolve

    • D.

      All of the above

    Correct Answer
    D. All of the above
    Explanation
    The correct answer is "All of the above" because all three commands (Loft, Extrude, and Revolve) can be used in NURBS modeling to create different NURBS surfaces. The Loft command creates a surface by blending between multiple cross-section curves, the Extrude command creates a surface by extending a curve along a path, and the Revolve command creates a surface by rotating a curve around an axis. Therefore, all of these commands can be used to create different types of NURBS surfaces.

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  • 26. 

    Mention the technique that can be used to record particles simulation in Maya so it you can play the particle animation without having the particles solver to do any calculations?

    • A.

      Caching

    • B.

      Recording

    • C.

      Batch rendering

    • D.

      Saving

    Correct Answer
    A. Caching
    Explanation
    Caching is the technique that can be used to record particle simulation in Maya. By caching the simulation, the particle animation can be played without the need for the particle solver to perform any calculations. This allows for faster playback and rendering of the animation as the calculations are already stored and can be accessed directly from the cache.

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  • 27. 

    One of the following is a shadow type inside Maya:

    • A.

      Light Map shadow

    • B.

      Height Map shadow

    • C.

      Ray Map shadow

    • D.

      Depth Map shadow

    Correct Answer
    D. Depth Map shadow
    Explanation
    Depth Map shadow is a type of shadow inside Maya. In computer graphics, depth maps are used to create shadows by determining the distance between objects and the light source. Depth Map shadows work by projecting rays from the light source onto a depth map, which stores the distance information. This depth map is then used to determine which areas should be in shadow and which should be illuminated.

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  • 28. 

    How many standard light types does Maya have?

    • A.

      5 light types

    • B.

      6 light types

    • C.

      4 light types

    • D.

      8 light types

    Correct Answer
    B. 6 light types
    Explanation
    Maya has 6 standard light types.

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  • 29. 

    To prepare audiences for next main action that a character is a bout to do , you have to draw prior to it :

    • A.

      Exaggeration action.

    • B.

      Anticipation action

    • C.

      Overlapping action

    • D.

      Nice & strong pose

    Correct Answer
    B. Anticipation action
    Explanation
    Anticipation action is the correct answer because it is a technique used in animation to build suspense and prepare the audience for the next main action that a character is about to do. By showing a subtle movement or gesture before the main action, it helps to create a sense of anticipation and make the action more impactful. This technique is commonly used to enhance the storytelling and engage the audience in the animation.

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  • 30. 

    In Maya there are four view ports, what are they?

    • A.

      Top, Side, Front, Back

    • B.

      Top, Left, Right, Back

    • C.

      Top, Perspective, Side, Front

    • D.

      Perspective, Camera1, Camera2, Camera3

    Correct Answer
    C. Top, Perspective, Side, Front
    Explanation
    The correct answer is Top, Perspective, Side, Front. In Maya, the four viewports allow users to view the scene from different angles and perspectives. The Top viewport provides a bird's-eye view of the scene, the Perspective viewport offers a realistic 3D perspective, the Side viewport displays the scene from a side view, and the Front viewport shows the scene from a front-facing view. These four viewports together provide a comprehensive view of the scene, allowing users to navigate and manipulate objects effectively.

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  • 31. 

    One of the following objects will not appear in your rendered frame

    • A.

      A curve

    • B.

      A Cluster

    • C.

      A locator

    • D.

      All of the other options

    Correct Answer
    D. All of the other options
    Explanation
    The correct answer is "All of the other options". This means that none of the other objects (curve, cluster, locator) will appear in the rendered frame.

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  • 32. 

    In Maya, the process of creating a sequence of images that will be used to create the final movie file is called

    • A.

      Sequencing

    • B.

      Compositing

    • C.

      Rendering

    • D.

      Animating

    Correct Answer
    C. Rendering
    Explanation
    Rendering is the correct answer because in Maya, rendering refers to the process of generating the final images or frames of a scene. This involves calculating the lighting, shading, and other visual effects to create the desired look for the final movie file. Once the rendering process is complete, the individual frames can be stitched together to create the final movie.

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  • 33. 

    When creating 3D objects for multimedia usage, for example 3D animated logos, you will get better results if the borders or edges of your logo are light catchy, one of the following is a Maya command that you can use to get nice  rounded edges for your 3D objects?

    • A.

      Bevel

    • B.

      Normalize

    • C.

      Round object.

    • D.

      Extrude.

    Correct Answer
    A. Bevel
    Explanation
    The Maya command "Bevel" can be used to create nice rounded edges for 3D objects. This command helps in adding a beveled edge to the selected edges or vertices of the object, giving it a smoother and more polished appearance. By adjusting the bevel settings, such as the width and segments, you can control the level of rounding and achieve the desired result for your 3D animated logos or other multimedia objects.

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  • 34. 

    To activate the snap to grid option you should press :

    • A.

      The C key on the keyboard.

    • B.

      The X key on the keyboard

    • C.

      The V key on the keyboard.

    • D.

      The G key on the keyboard.

    Correct Answer
    B. The X key on the keyboard
    Explanation
    Pressing the X key on the keyboard activates the snap to grid option. This means that when working with a grid, objects will automatically align to the nearest grid lines or intersections when moved or resized. This can be useful for creating precise layouts or aligning elements in a design.

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  • 35. 

    If you want to render a shot using the mental ray renderer and the mental ray tab doesn’t show in the render settings window, you shold go to the plugin manager and load a plugin called

    • A.

      RaytraceMaya.bundle

    • B.

      MentalRay.bundle

    • C.

      Mayatomr.bundle

    • D.

      FinalGather.bundle

    Correct Answer
    C. Mayatomr.bundle
    Explanation
    If you want to render a shot using the mental ray renderer and the mental ray tab doesn't show in the render settings window, you should go to the plugin manager and load a plugin called Mayatomr.bundle.

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  • 36. 

    In Maya , one of the following is not a non-linear deformer 

    • A.

      Bend

    • B.

      Sine

    • C.

      Wave

    • D.

      Lens flare

    Correct Answer
    D. Lens flare
    Explanation
    In Maya, the Bend, Sine, and Wave deformers are all examples of non-linear deformers that can be applied to objects in order to create complex and dynamic transformations. However, Lens flare is not a deformer in Maya. It is a visual effect that simulates the appearance of light scattering within a camera lens. Therefore, Lens flare does not have any deformation capabilities and is not considered a non-linear deformer in Maya.

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  • 37. 

    When you select your particles in object mode you can:

    • A.

      Directly controlling each particle as you like right from the active view panel

    • B.

      Change the position of the particle object as a whole (all of the particles at once)

    • C.

      Change the color of any individual particle, by selecting it.

    • D.

      Animate each particle using key framing, then editing the animation curves in the hypergraph.

    Correct Answer
    B. Change the position of the particle object as a whole (all of the particles at once)
    Explanation
    In object mode, you have the ability to change the position of the particle object as a whole, affecting all of the particles at once. This means that any adjustments made to the object's position will be applied to all the particles simultaneously, allowing for easy and efficient editing of their overall placement.

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  • 38. 

    Which of the following dynamic component gives more quality and realism?

    • A.

      Fluids

    • B.

      Particles

    • C.

      Fluids and Particles are similar

    • D.

      NURBS

    Correct Answer
    A. Fluids
    Explanation
    Fluids are considered to give more quality and realism as compared to particles and NURBS. Fluid simulations can accurately depict the behavior of liquids, gases, and other fluid-like substances, creating realistic effects such as water splashes, smoke, fire, and explosions. Fluid simulations take into account factors like viscosity, surface tension, and turbulence, resulting in more lifelike and detailed animations. On the other hand, particles are more commonly used for simulating individual particles like dust, debris, or sparks, while NURBS are used for creating smooth and curved surfaces. Therefore, fluids are the preferred dynamic component for achieving high-quality and realistic effects in animations.

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  • 39. 

    Adding more loops to the object you are creating is necessary for :

    • A.

      Getting rounding shape .

    • B.

      Getting more ability for more definition and details of particular shape

    • C.

      Getting creasy particular edges

    • D.

      All of the other options

    Correct Answer
    D. All of the other options
    Explanation
    Adding more loops to the object you are creating is necessary for achieving a rounding shape, enhancing the ability to add more definition and details to a particular shape, and creating creasy particular edges. In other words, all of the given options are valid reasons for adding more loops to the object being created.

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  • 40. 

    The way you use to start modeling of any object is

    • A.

      Creating a primitive geometry , then adding edges & defining the shape with more details.

    • B.

      Creating a non-regular plane by using create polygon tool ,then adding edges & defining the shape with more details.

    • C.

      Creating a plane then extruding some edges to define the shape more.

    • D.

      All of the other options

    Correct Answer
    D. All of the other options
    Explanation
    All of the other options mentioned in the question are valid ways to start modeling an object. The first option suggests starting with a primitive geometry and adding edges to define the shape. The second option suggests creating a non-regular plane using the create polygon tool and then adding edges to define the shape. The third option suggests starting with a plane and extruding some edges to define the shape further. Therefore, all of these options are correct ways to start modeling an object.

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  • 41. 

     When a VFX artist set  particle in a scene to collide  geometry , the resilience attribute enables the artist to control : 

    • A.

      Energy of particles after collision

    • B.

      Speed of particles after collision

    • C.

      Bounciness of particles after collision

    • D.

      Direction of particles after collisions

    Correct Answer
    C. Bounciness of particles after collision
    Explanation
    The resilience attribute in VFX allows the artist to control the bounciness of particles after collision. This means that the artist can determine how much the particles will bounce off the geometry they collide with. By adjusting the resilience attribute, the artist can make the particles either bounce back with a high amount of energy or absorb the impact and have a lower bounce. This gives the artist control over the behavior and physics of the particles in the scene.

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  • 42. 

    When you create a curve in Maya and view it's control vertices the second vertex will have the following shape

    • A.

      Dot shape

    • B.

      Square shape

    • C.

      U shape

    • D.

      Nothing

    Correct Answer
    C. U shape
    Explanation
    When you create a curve in Maya and view its control vertices, the second vertex will have a U shape. This means that the control vertex will have two straight lines connected at one end, forming a U-like shape. This shape is commonly used in Maya to indicate the direction and curvature of the curve. The U shape helps in manipulating and adjusting the curve by providing control points at specific locations.

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  • 43. 

    When importing an image sequence in After Effects:

    • A.

      One should import each and every image alone

    • B.

      One can import the sequence by selecting only the first image

    • C.

      One should import each image alone, then specify they are a sequence.

    • D.

      An image sequence cannot be imported in After Effects

    Correct Answer
    B. One can import the sequence by selecting only the first image
    Explanation
    When importing an image sequence in After Effects, one can import the sequence by selecting only the first image. After Effects will automatically recognize the sequence and import all the subsequent images as a sequence. This saves time and effort compared to importing each and every image alone or specifying that they are a sequence individually.

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  • 44. 

    What do we call the paintings (mostly digital, and placed on a dome in a 3D application, or using a postproduction package) that are used in the backgrounds to visually enrich the scene?

    • A.

      Matte Painting

    • B.

      Digital work

    • C.

      Art piece

    • D.

      Fore ground

    Correct Answer
    A. Matte Painting
    Explanation
    Matte paintings are the correct answer to this question. Matte paintings are digital or traditional paintings used in the background of a scene to enhance its visual appeal. They are often used in films and video games to create realistic or fantastical environments that cannot be captured on location. The paintings are typically placed on a dome in a 3D application or incorporated using postproduction techniques. Matte paintings add depth and detail to the background, making the scene more visually engaging.

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  • 45. 

    In Adobe After effects:

    • A.

      Sounds can be imported

    • B.

      Sound can be imported but can’t be played

    • C.

      Sound can be played but importing and playing it can only happen after the final render (final output) has been rendered.

    • D.

      Sounds cannot be imported

    Correct Answer
    A. Sounds can be imported
    Explanation
    In Adobe After Effects, users have the ability to import sounds into their projects. This means that they can bring in audio files to use in their compositions. However, the answer does not mention anything about playing the imported sounds or the timing of when they can be played. It simply states that sounds can be imported, which is a true statement.

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  • 46. 

    What of the following is not demonstrated or mentioned in storyboards :

    • A.

      Music background

    • B.

      Transitions

    • C.

      Number of the shot

    • D.

      Duration time

    Correct Answer
    A. Music background
    Explanation
    The correct answer is music background. The question is asking for something that is not demonstrated or mentioned in storyboards. Storyboards are visual representations of a story or concept, typically used in film or animation. They primarily focus on the visual aspects such as transitions, number of shots, and duration time. Music background, on the other hand, is an auditory element that is not typically depicted in storyboards.

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  • 47. 

    To simulate of the wake of moving objects , the best field to use  for that is :

    • A.

      Gravity Field

    • B.

      Turbulence Field

    • C.

      Radial Field

    • D.

      Air Field

    Correct Answer
    D. Air Field
    Explanation
    The best field to use for simulating the wake of moving objects is the Air Field. This is because the Air Field can mimic the effects of air resistance and turbulence, which are important factors in creating a realistic wake simulation. The Gravity Field would only simulate the effects of gravity and would not capture the complex interactions between the moving object and the surrounding air. The Turbulence Field and Radial Field may have some limited use in creating certain aspects of the wake, but they would not provide a comprehensive simulation like the Air Field.

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  • 48. 

    In After Effects one may create a layer with a single color by:

    • A.

      Creating an empty composition

    • B.

      Creating a solid color layer

    • C.

      Coloring the layer using paint tools set

    • D.

      Cannot create a layer with a single color

    Correct Answer
    B. Creating a solid color layer
    Explanation
    In After Effects, to create a layer with a single color, one can use the option of creating a solid color layer. This allows the user to choose a specific color and create a layer with that color as its background. This is a useful feature when wanting to create a solid background or overlay for other elements in the composition.

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  • 49. 

    To remove the highlight from a Blinn material you should do the following inside the light source attributes:

    • A.

      Check the (Remove Highlight) check box

    • B.

      Uncheck the (Emit Diffuse) check box

    • C.

      Uncheck the (Emit Specular) check box

    • D.

      Put the Specular Roll Off attribute to zero (0)

    Correct Answer
    C. Uncheck the (Emit Specular) check box
    Explanation
    Unchecking the (Emit Specular) checkbox inside the light source attributes will remove the highlight from a Blinn material. This is because the specular component of the material's reflection is responsible for creating highlights. By unchecking the (Emit Specular) checkbox, the light source will no longer contribute to the specular reflection of the material, resulting in the removal of the highlight.

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  • 50. 

    The black glass problem is a common problem in rendering, one of the following is a possible solution to this problem:

    • A.

      Changing the color of the glass material

    • B.

      Increasing the intensity of the light source

    • C.

      Increasing the number of refraction rays in the render settings

    • D.

      Increasing the number of light and shadow rays in the render settings

    Correct Answer
    C. Increasing the number of refraction rays in the render settings
    Explanation
    Increasing the number of refraction rays in the render settings can help to solve the black glass problem in rendering. The black glass problem occurs when the glass material is not properly refracting light, resulting in a black appearance. By increasing the number of refraction rays, more accurate calculations can be made to simulate the way light interacts with the glass material, leading to a more realistic and transparent appearance. This solution focuses specifically on addressing the issue with the glass material and improving its rendering.

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Quiz Review Timeline +

Our quizzes are rigorously reviewed, monitored and continuously updated by our expert board to maintain accuracy, relevance, and timeliness.

  • Current Version
  • May 22, 2023
    Quiz Edited by
    ProProfs Editorial Team
  • Jan 26, 2014
    Quiz Created by
    Catherine Halcomb
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