Animation Theory Exam

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1. The name of the command that you should use to create a copy of your object inside your 3D scene in Maya is called?

Explanation

The correct answer is "Duplicate" because in Maya, the "Duplicate" command is used to create a copy of an object within the 3D scene. This command allows you to make an exact replica of the selected object, including all its attributes and properties. By using "Duplicate," you can easily create multiple instances of an object without having to manually recreate it every time.

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About This Quiz
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... see moreto 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.
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2. What does RGB stand for?

Explanation

RGB stands for Red, Green, and Blue. These are the primary colors of light used in electronic displays and digital imaging. By combining different intensities of red, green, and blue, it is possible to create a wide range of colors on screens such as computer monitors and televisions.

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3. One of the following is not a Polygon component:

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

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

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

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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7. One of the following softwares is of a great help when we need to create and adjust colors for our textures:

Explanation

Adobe Photoshop is a software that is widely used for creating and editing images, including adjusting colors. It provides a wide range of tools and features that allow users to manipulate colors, such as adjusting brightness, contrast, hue, saturation, and applying various color correction techniques. Therefore, Adobe Photoshop is a great help when it comes to creating and adjusting colors for textures.

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8. The 3 main components of polygon objects?

Explanation

The correct answer is "Vertices, edges, and faces." In polygon objects, vertices are the points where the edges meet, edges are the lines connecting the vertices, and faces are the flat surfaces enclosed by the edges. These three components are essential in defining the shape and structure of polygon objects.

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9. After effects can be used for:

Explanation

After Effects is a software program that is commonly used for various purposes including color correction, compositing, and animating layers. It is a versatile tool that allows users to manipulate and enhance videos and images. With its wide range of features and capabilities, After Effects can be used for all of the options mentioned, making it a popular choice among professionals in the film, television, and advertising industries.

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

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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11. What is the name of the editor that contains all of the attributes for a specific object?

Explanation

The attribute editor is the correct answer because it is the editor that contains all of the attributes for a specific object. This editor allows users to view and modify the various properties and characteristics of an object, such as its size, color, position, and behavior. It provides a convenient and organized way for users to manage and customize the attributes of an object in a user-friendly interface. The other options, such as the component editor, layer editor, and connection editors, do not specifically refer to the editor that contains all attributes for a specific object.

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12. The name of the process that you can use to create a sequence of images for your scene inside Maya is?

Explanation

Rendering or Batch Rendering is the correct answer because these processes allow you to generate a sequence of images for your scene in Maya. Rendering refers to the process of generating individual frames of an animation or image sequence, while Batch Rendering allows you to automatically render multiple frames or the entire animation in one go. These processes are essential for creating a sequence of images that can be later compiled into a video or used for further editing and post-production.

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13. Compositing is:

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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14. The basic building block for skeletons in Maya Is called?

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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15. The following can be used to control transparency of any layer in After Effects:

Explanation

Masks can be used to control the transparency of any layer in After Effects. Masks are shapes that can be applied to a layer, allowing you to control which parts of the layer are visible or hidden. By adjusting the mask's opacity or feathering, you can control the transparency of the layer, making certain areas more or less visible. This is a common technique used in compositing and motion graphics to create various effects and control the visibility of different elements within a composition.

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16. You can adjust animation curves inside a window panel called:

Explanation

The Graph Editor is the correct answer because it is a window panel where animation curves can be adjusted. It allows users to manipulate and fine-tune the animation curves of keyframes, giving them control over the timing and interpolation of the animation.

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17. One of the following is not a type of  animation:

Explanation

Graphic design is not a type of animation. Animation refers to the process of creating the illusion of motion and bringing static images to life. Cutout animation involves moving cutout pieces of characters or objects, stop motion animation involves manipulating physical objects frame by frame, and cel animation involves drawing and painting on transparent sheets. However, graphic design is a separate field that focuses on creating visual content for various mediums, such as print or digital media, but it does not involve creating motion or animation.

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18. In Maya, the window used to create and edit shading networks is called?

Explanation

The Hypershade Window in Maya is used to create and edit shading networks. It allows users to create and modify materials, textures, and shaders within a visual interface. It provides a node-based system where users can connect different nodes to create complex shading networks for their 3D models. The Hypershade Window is an essential tool for artists and animators working in Maya as it allows them to easily create and manipulate materials and textures for their scenes.

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19. One of the following is a difference between a run cycle and a walk cycle:

Explanation

The correct answer is "All of the other options." This means that all the previous statements are true and can be considered as differences between a run cycle and a walk cycle. A run cycle typically has more dynamic poses, where the character is in a more exaggerated and energetic state compared to a walk cycle. Additionally, in a run cycle, the character's feet may lose contact with the ground at some point, giving a sense of suspension and speed. Lastly, the positioning of the hands in a run cycle is usually more bent or flexed compared to a walk cycle.

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

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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21. 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?

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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22. One of the following is essential to creating animations.

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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23. The best projection for UV maps for flat objects is :

Explanation

Planar mapping is the best projection for UV maps for flat objects because it allows the object to be unwrapped and flattened onto a 2D plane, preserving the proportions and details of the object. This projection method works well for objects with flat surfaces, such as walls or floors, as it minimizes distortion and simplifies the mapping process.

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24. One of the following is a Maya surface material.

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

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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26. To Unwrap the UV mesh for a polygonal object with minimal overlapping of UVs. And get a minimal distortion of texture maps on organic polygon meshes, we use one of the following commands:

Explanation

The command "Unfold UV's" is used to unwrap the UV mesh for a polygonal object with minimal overlapping of UVs and minimal distortion of texture maps on organic polygon meshes. This command helps to create a more organized and efficient UV layout, ensuring that the textures are applied accurately and without any unnecessary stretching or distortion.

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27. When preparing a character to have cloths and to undergo cloth simulation, we need to model:

Explanation

When preparing a character to have clothes and undergo cloth simulation, it is necessary to model both the body and the cloth geometries. This is because the cloth simulation requires the interaction between the body and the clothes. By modeling both geometries, the cloth simulation can accurately simulate how the clothes will interact with the character's body, resulting in realistic movement and behavior of the clothes.

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28. The 2 shadow types in Autodesk Maya are?

Explanation

The correct answer is Depth map shadow and Ray traced shadow. These are two types of shadows that can be created in Autodesk Maya. Depth map shadow is a technique that uses a depth map to determine the visibility of objects and create shadows accordingly. Ray traced shadow, on the other hand, is a more advanced technique that simulates the behavior of light rays to create realistic shadows. Both of these shadow types are commonly used in 3D rendering to enhance the visual quality of the scene.

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29. Cloth simulation is not widely used in real life production houses, why?

Explanation

Cloth simulation requires a significant amount of resources, including time, skill, and manpower. It is also considered to be unstable and lacks precise control over its behavior. Moreover, the current hardware is not capable of handling cloth simulation efficiently. Therefore, cloth simulation is not widely used in real-life production houses due to the high resources required and its limitations in control and stability.

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30. 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?

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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31. The texture node used to apply and add more than one texture image to the same material is called?

Explanation

The correct answer is Layered texture. This node allows multiple texture images to be applied and added to the same material. It provides the ability to layer different textures on top of each other, creating complex and detailed material effects.

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

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

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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34. The way you use to start modeling of any object is

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

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

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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37. 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:

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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38. To increase the effect of  tangent handles on the animation curve, you have to check on one of the following :

Explanation

Weighted tangent handles allow for more control over the animation curve. When checked, the handles will have a greater influence on the shape of the curve, resulting in a more pronounced effect. This can be useful when fine-tuning the animation and adjusting the timing or easing of the movement. By enabling weighted tangents, animators can achieve smoother and more precise animations.

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39. The first control you that you should move and position to get a proper pose is :

Explanation

To achieve a proper pose, the first control that needs to be moved and positioned is the pelvis controls. The pelvis is the central part of the body and its position affects the alignment and balance of the entire body. By adjusting the pelvis controls, the rest of the body can be properly aligned, allowing for a more natural and balanced pose.

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40. 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

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

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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42. The following render engines can be used in Maya to render Fluid containers:

Explanation

The correct answer is Mental Ray or Maya software. Both Mental Ray and Maya software are render engines that can be used in Maya to render Fluid containers. These render engines provide different options and capabilities for rendering fluid simulations in Maya. Mental Ray is a powerful and widely used render engine known for its realistic rendering capabilities, while Maya software is a built-in render engine in Maya that offers basic rendering features. Using either of these render engines, users can achieve high-quality renders of their fluid simulations in Maya.

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

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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44. Which one of the following is an Ik handle type?

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

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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46. When you create a curve in Maya and view it's control vertices the second vertex will have the following 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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47. In the option box for a constrain command, what does the "maintain offset" check box do when the check is on?

Explanation

The "maintain offset" check box in the constrain command preserves the original state or distance between objects before constraining. This means that when the check is on, the constrained object will maintain its original position relative to the other object, even when it is moved or manipulated.

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48. The map that represents a 3-dimensional surface detail effects by creating the illusion of high and low areas or other types of surface relief, Without altering the shape of surfaces to which it is assigned is called?

Explanation

A bump map is a type of map that represents a 3-dimensional surface detail by creating the illusion of high and low areas or other types of surface relief. Unlike a displacement map, it does not actually alter the shape of the surfaces to which it is assigned. A bump map is used to add texture and depth to surfaces in computer graphics and visual effects.

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49. Fields in Maya are used to:

Explanation

Fields in Maya are used to simulate physical forces such as gravity, wind, or drag. These forces can be applied to objects in a scene to create realistic animations and simulations. By adjusting the parameters of the fields, animators can control the strength and direction of these forces to achieve the desired effect. This allows for the creation of dynamic and believable animations in Maya.

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50. Which of the following terms is the most general one?

Explanation

Visual Effects is the most general term because it encompasses both Digital Effects and Special Effects. Digital Effects and Special Effects are more specific subsets of Visual Effects, which means that Visual Effects is the broader category that includes both of them. Super Effects is not a relevant term and does not provide any information about its relation to the other terms.

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

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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52. How many standard light types does Maya have?

Explanation

Maya has 6 standard light types.

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53. To activate the snap to grid option you should press :

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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54. The attribute used to control how fast the light dies off is?

Explanation

The attribute used to control how fast the light dies off is the decay rate. This refers to the rate at which the intensity or brightness of the light diminishes over time. It determines the speed at which the light fades or decreases in intensity, allowing for control over the gradual disappearance of the light source.

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55.  An illusion of depth in any illustration or drawing might built on:

Explanation

An illusion of depth in any illustration or drawing can be built on any of the other options besides one vanishing point or two vanishing points. This means that there are multiple ways to create the illusion of depth, and it is not limited to a specific number of vanishing points. Different techniques and perspectives can be used to create the illusion of depth in an illustration or drawing, such as using multiple vanishing points or other methods.

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56. One of the following is not a Lambert material attribute:

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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57. The intensity of one of the following light types will get affected if you change its scale attributes.

Explanation

The intensity of an Area Light will get affected if you change its scale attributes. This is because the scale attributes of an Area Light determine its size and coverage area. By changing the scale, you are essentially changing the size of the light source, which will in turn affect the intensity of the light it emits. Increasing the scale will result in a larger coverage area and potentially a higher intensity, while decreasing the scale will result in a smaller coverage area and potentially a lower intensity.

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58. Below are 3 types of the most commonly-used texture maps?

Explanation

The correct answer is color map, displacement map, reflection map. These three types of texture maps are commonly used in computer graphics and 3D rendering. A color map is used to define the color and appearance of a surface. A displacement map is used to create the illusion of depth and height variations on a surface. A reflection map is used to simulate the reflection of light on a surface, creating realistic reflections and shiny surfaces.

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59. What's the option that we use to help get better global illumination?

Explanation

Final gather is the option that is used to help get better global illumination. Global illumination refers to the realistic lighting effects that are created by simulating the way light interacts with objects in a scene. Final gather is a technique used in computer graphics to calculate the indirect lighting in a scene by tracing rays from the light sources and bouncing them off surfaces to simulate the indirect illumination. This helps to create more realistic and accurate lighting in the rendered image.

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60. What Are the Main poses that you need to have in your walk cycle to get good movement?

Explanation

The correct answer is Contact pose, Down pose, Passing pose, Peak pose. In a walk cycle, the contact pose represents the moment when the foot makes contact with the ground, providing stability. The down pose is when the body is at its lowest point, with one leg fully extended and the other bent. The passing pose occurs when one leg is passing the other in mid-air. The peak pose is when the body is at its highest point, with the leg fully extended. These poses help create a natural and realistic movement in a walk cycle.

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

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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62. Adobe After effects is considered:

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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63. One of the following is not a Boolean operation type:

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

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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65. When importing an image sequence in After Effects:

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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66. The 4 content methods  that 3D VFX artist might use to create a fire from Fluid system of  Maya are: 

Explanation

The correct answer is Density, Temperature, Velocity, and Fuel. These are the four content methods that a 3D VFX artist might use to create a fire from the Fluid system of Maya. Density determines the thickness of the fire, temperature controls the color and intensity, velocity controls the movement and shape, and fuel determines the source and behavior of the fire. By adjusting these parameters, the artist can create a realistic and dynamic fire effect.

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67. There are two types of attributes that are used to control your particle shape node in Maya, they are:

Explanation

Per particle attributes and per object attributes are the two types of attributes used to control a particle shape node in Maya. Per particle attributes allow for individual control over each particle's properties, such as position, velocity, and lifespan. These attributes can be customized for each particle, giving unique characteristics to the particle system. On the other hand, per object attributes affect the entire particle system as a whole. These attributes control global properties, such as emission rate, gravity, and turbulence. By combining per particle and per object attributes, artists have precise control over the behavior and appearance of particle systems in Maya.

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

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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69. When you select your particles in object mode you can:

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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70. Image based lighting is one of the common lighting techniques in 3D, to get high quality results using that technique, we should use an HDRI image type as our lighting source. What does HDRI stand for?

Explanation

HDRI stands for High Dynamic Range Image. This type of image is used in image based lighting techniques in 3D to achieve high quality results. HDRI images have a wider dynamic range, meaning they can capture a greater range of light and color information compared to standard images. This allows for more realistic and accurate lighting in 3D scenes.

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71. The Maya term that is used to describe an object's substance or building material like color, transparency, and shine is called.

Explanation

A shader is a term used in Maya to describe an object's substance or building material, including its color, transparency, and shine. Shaders are used to define how light interacts with the surface of an object, giving it a realistic appearance. They determine the visual properties of an object, such as its texture and material qualities.

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72. The normal UV range in the UV texture editor is?

Explanation

The normal UV range in the UV texture editor is zero to one. This means that the UV coordinates for a texture range from 0 to 1 in both the U and V directions. This allows for the entire texture to be mapped onto the 3D model without any distortion or stretching.

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73. One of the following attribute sets is not available for you to control on the opticalFX tab, when you activate the light glow effect on a light source inside Maya:

Explanation

When you activate the light glow effect on a light source inside Maya and go to the opticalFX tab, you will not find the Visibility Attributes set available for you to control. This means that you cannot adjust the visibility settings of the light glow effect, such as the opacity or transparency of the glow. The other attribute sets listed (Glow Attributes, Halo Attributes, and Lens Flare Attributes) are still accessible and can be used to control other aspects of the light glow effect.

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74. In case you have an animated geometry (deformed geometry as in a character walk cycle), and you want to do a simple crowd simulation with it:

Explanation

Particles instancing can be used for a simple crowd simulation with an animated geometry. By using particles as instances, multiple copies of the animated geometry can be created and controlled to simulate a crowd. This technique allows for efficient rendering and animation control, making it a viable option for crowd simulations.

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

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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76. One of the following is a shadow type inside Maya:

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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77. The Term used to describe the process of assigning a light source to illuminate a specific object inside Maya is:

Explanation

Light linking is the process of assigning a light source to illuminate a specific object inside Maya. It allows the user to control which lights affect which objects in the scene, giving them more control over the lighting setup and the overall look of the scene. This process is essential in achieving realistic lighting effects and creating visually appealing renders.

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78. 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

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

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

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

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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82. In Adobe After effects:

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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83. One of the following attribute sets is not available for you to control on the opticalFX tab, when you activate the light glow effect on a light source inside Maya:

Explanation

When you activate the light glow effect on a light source inside Maya, you cannot control the Visibility Attributes on the opticalFX tab. This means that you cannot adjust the visibility of the glow effect using these attributes.

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

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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85. Texture artists cannot avoid seams 100%, so the best tactic to use is?

Explanation

Texture artists cannot completely avoid seams in their work, so the best tactic to use is to put the seams in places that are less visible. This means strategically placing the seams in areas of the texture that are not easily noticeable or prominent, such as along edges or in areas that are covered by other elements. By doing so, the seams will be less noticeable to the viewer and can be blended more seamlessly into the overall texture.

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86. How can we animate the paint effect brushes?
 

Explanation

Paint effects can be animated by using the built-in turbulence or using springs. These tools allow for the manipulation and movement of the paint effect brushes, creating dynamic and animated effects. The turbulence tool adds random movement and variation to the brushes, while the springs tool simulates the behavior of a physical spring, allowing for realistic and controlled animation. These options provide a way to animate the paint effect brushes without the need for manual animation.

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87. The only way to render paint effects using MentalRay is to:

Explanation

To render paint effects using MentalRay, they must be converted to polygons. This is because MentalRay does not directly support rendering paint effects. By converting them to polygons, the paint effects are transformed into geometry that can be rendered by MentalRay.

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88. 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?

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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89. When you set the Bump depth attribute to a negative value, the effect that will appear is?

Explanation

Setting the Bump depth attribute to a negative value will invert the peaks and the valleys. This means that what was previously a peak will now appear as a valley, and what was previously a valley will now appear as a peak. This effect creates a reversal of the normal depth appearance, resulting in an inverted texture or surface.

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90. Let's say we want to use paint effects and paint on some specific geometry. What is the step that should be done in order for Maya to paint on the desired geometry?

Explanation

To paint on the desired geometry using paint effects in Maya, the first step is to select the object and make it paintable. This allows the user to apply paint effects and create the desired painted effect on the selected geometry.

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91. One of the following is not a curve tangent type:

Explanation

Incline Tangent is not a curve tangent type because it refers to a tangent line on an inclined surface or slope, rather than a curve. The other options, Flat Tangent, Linear Tangent, and Spline Tangent, all refer to tangent lines on curves.

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92. An attribute of materials that simulates the diffuse penetration of light into a solid surface ( e.g , hand, leaves ,..etc) , is

Explanation

Translucency is the attribute of materials that simulates the diffuse penetration of light into a solid surface. This means that light can partially pass through the material, but it is scattered and diffused in the process. Translucent materials allow some light to pass through, but they are not completely transparent like glass. This attribute is often used to describe materials such as hand, leaves, and other objects that allow some light to pass through them, creating a soft and diffused appearance.

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93. One can add particles into a Maya scene by:

Explanation

Particles can be added into a Maya scene by either sketching or emitting them. Sketching particles allows the user to manually draw and place particles in the scene. On the other hand, emitting particles involves creating a particle emitter, which emits particles from a specific location or object in the scene. Both methods provide different ways to add particles into the scene, giving the user flexibility and control over the particle effects they want to create.

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94. How can we animate the paint effect brushes?

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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95. Which of the following dynamic components usually consumes more render time?

Explanation

Fluids usually consume more render time compared to other dynamic components like particles and passive rigid bodies. This is because fluids involve complex calculations and simulations to accurately depict the behavior of liquids or gases. The rendering of fluid dynamics requires solving complex equations and simulating the movement and interaction of individual particles or voxels, which can be computationally intensive. On the other hand, particles and passive rigid bodies typically have simpler dynamics and require less computational resources for rendering.

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96. Fluids by definition:

Explanation

Fluids, by definition, cannot appear or simulate outside their container. This means that they are confined within a specific boundary and their behavior and appearance are limited to that container. Unlike other elements or effects in Maya software, fluids do not extend beyond their designated space. They are simulated and rendered within the boundaries of their container, providing a realistic representation of fluid dynamics and behavior within a controlled environment.

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97. In Animation a 60 frame walk cycle is considered to be:

Explanation

A 60 frame walk cycle is considered to be a slow walk because in animation, the number of frames determines the speed of the movement. A walk cycle typically consists of multiple frames to create a realistic walking motion. With 60 frames, the movement would be slower compared to a fast walk, but not as slow as a normal walk. Therefore, it falls under the category of a slow walk. The playback speed of the timeline does not affect the categorization of the walk cycle.

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98. Dissolve transition is used in storyboarding to :

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

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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100. Which of the following is not true

Explanation

The statement "Revolve is one of the mesh editing tools" is not true because revolve is not a mesh editing tool. Mesh editing tools typically include operations such as extrusion, scaling, and smoothing. Revolve, on the other hand, is a modeling technique that involves rotating a profile curve around a central axis to create a 3D object.

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101. Through out the simulation, the momentum of the particles responds to increasing the attenuation on the simulated particles by:

Explanation

The correct answer is losing momentum. This is because increasing the attenuation on the simulated particles means that they are experiencing more resistance or friction, which in turn causes them to lose momentum. As momentum is directly related to the mass and velocity of an object, any decrease in momentum would indicate a decrease in either the mass or velocity of the particles.

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

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

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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104. In rigging, what does FK Stand for?

Explanation

FK stands for Forward Kinematics in rigging. Forward Kinematics is a technique used to determine the position and orientation of a specific part of a rig based on the movement of its parent parts. It involves moving each part of the rig in a sequence from the root to the desired part, allowing for a more intuitive control over the rig's movements. Full Kinematics is not a commonly used term in rigging, so it is likely that the correct answer is Forward Kinematics.

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105. Inside the Caustic and Global Illumination tab of a light object, The Exponent attribute controls:

Explanation

The Exponent attribute in the Caustic and Global Illumination tab of a light object controls how long the light photons will keep their energy after they leave the light source. This means that the Exponent attribute determines the rate at which the light energy diminishes as the photons travel through the scene. A higher exponent value will result in the light energy dissipating more slowly, while a lower exponent value will cause the energy to diminish more quickly.

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106. To get nice blurred shadows when using depth map shadows, we should increase the value of an attribute called?

Explanation

To get nice blurred shadows when using depth map shadows, we should increase the value of the attribute called "Filter size". Increasing the filter size will result in a larger area being used to calculate the shadows, leading to a smoother and more blurred shadow effect.

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The name of the command that you should use to create a copy of your...
What does RGB stand for?
One of the following is not a Polygon component:
What of the following is not demonstrated or mentioned in storyboards...
In Maya there are four view ports, what are they?
What of the following is not demonstrated or mentioned in storyboards...
One of the following softwares is of a great help when we need to...
The 3 main components of polygon objects?
After effects can be used for:
One of the following objects will not appear in your rendered frame
What is the name of the editor that contains all of the attributes for...
The name of the process that you can use to create a sequence of...
Compositing is:
The basic building block for skeletons in Maya Is called?
The following can be used to control transparency of any layer in...
You can adjust animation curves inside a window panel called:
One of the following is not a type of  animation:
In Maya, the window used to create and edit shading networks is...
One of the following is a difference between a run cycle and a walk...
We can use one of the following commands in NURBS modeling to create...
When creating 3D objects for multimedia usage, for example 3D animated...
One of the following is essential to creating animations.
The best projection for UV maps for flat objects is :
One of the following is a Maya surface material.
To prepare audiences for next main action that a character is a bout...
To Unwrap the UV mesh for a polygonal object with minimal overlapping...
When preparing a character to have cloths and to undergo cloth...
The 2 shadow types in Autodesk Maya are?
Cloth simulation is not widely used in real life production houses,...
What do we call the paintings (mostly digital, and placed on a dome in...
The texture node used to apply and add more than one texture image to...
One of the following is not needed to create a fully rigged character.
Adding more loops to the object you are creating is necessary for :
The way you use to start modeling of any object is
In After Effects one may create a layer with a single color by:
In Maya, the process of creating a sequence of images that will be...
To adjust the place and position of a texture image that is being...
To increase the effect of  tangent handles on the animation...
The first control you that you should move and position to get a...
Material that represents surfaces with grooves, such as CD, feathers,...
In Maya , one of the following is not a non-linear deformer 
The following render engines can be used in Maya to render Fluid...
A shot of a character's eye, mouth, or fingers will help enforce the...
Which one of the following is an Ik handle type?
To create a single mesh out of two or more meshes we use the following...
When you create a curve in Maya and view it's control vertices the...
In the option box for a constrain command, what does the "maintain...
The map that represents a 3-dimensional surface detail effects by...
Fields in Maya are used to:
Which of the following terms is the most general one?
When your parent constrain two objects, the constraining objects will...
How many standard light types does Maya have?
To activate the snap to grid option you should press :
The attribute used to control how fast the light dies off is?
 An illusion of depth in any illustration or drawing might built...
One of the following is not a Lambert material attribute:
The intensity of one of the following light types will get affected if...
Below are 3 types of the most commonly-used texture maps?
What's the option that we use to help get better global illumination?
What Are the Main poses that you need to have in your walk cycle to...
One of the following tools can't be used to add extra faces to an...
Adobe After effects is considered:
One of the following is not a Boolean operation type:
You can use the following render engines to render Maya particles:
When importing an image sequence in After Effects:
The 4 content methods  that 3D VFX artist might use to create a...
There are two types of attributes that are used to control your...
All of the following are dynamic systems that are built in Autodesk...
When you select your particles in object mode you can:
Image based lighting is one of the common lighting techniques in 3D,...
The Maya term that is used to describe an object's substance or...
The normal UV range in the UV texture editor is?
One of the following attribute sets is not available for you to...
In case you have an animated geometry (deformed geometry as in a...
To attach a character model to a skeleton, you need to apply the...
One of the following is a shadow type inside Maya:
The Term used to describe the process of assigning a light source to...
If you want to render a shot using the mental ray renderer and the...
The black glass problem is a common problem in rendering, one of the...
The area where the artist draws actions of a story on a storyboard is...
There are 3 different geometry types in Maya and they are:
In Adobe After effects:
One of the following attribute sets is not available for you to...
 When a VFX artist set  particle in a scene to...
Texture artists cannot avoid seams 100%, so the best tactic to use is?
How can we animate the paint effect brushes?  
The only way to render paint effects using MentalRay is to:
Mention the technique that can be used to record particles simulation...
When you set the Bump depth attribute to a negative value, the effect...
Let's say we want to use paint effects and paint on some specific...
One of the following is not a curve tangent type:
An attribute of materials that simulates the diffuse penetration of...
One can add particles into a Maya scene by:
How can we animate the paint effect brushes?
Which of the following dynamic components usually consumes more...
Fluids by definition:
In Animation a 60 frame walk cycle is considered to be:
Dissolve transition is used in storyboarding to :
Which of the following dynamic component gives more quality and...
Which of the following is not true
Through out the simulation, the momentum of the particles responds to...
To remove the highlight from a Blinn material you should do the...
To simulate of the wake of moving objects , the best...
In rigging, what does FK Stand for?
Inside the Caustic and Global Illumination tab of a light object, The...
To get nice blurred shadows when using depth map shadows, we should...
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