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2D/3D Digital Animation

Showing 1-75 of 108 answers

A common object type used in a 3D scene is a mesh. Blender comes with a number of these mesh shapes that you can start modeling from. You can also add in Edit Mode at the 3D cursor
  • Blender Primitives Correct
A doughnut-shaped primitive created by rotating a circle around an axis. The overall dimensions can be defined by two methods.
  • Torus Correct
A primitive model that is a single quad face, which is composed of four vertices, four edges, and one face. It is like a piece of paper lying on a table; it is not a three-dimensional object because it is flat and has no thickness. Objects that can be created with planes include floors, tabletops, or mirrors.
  • Plane Correct
A standard sphere is made out of quad faces and a triangle fan at the top and bottom. It can be used for texturing is a UV Sphere
  • True Correct
All Faces have vertex and edges
  • True Correct
allows you to map textures directly to the mesh faces. The 3D Viewport shows you the object being textured. If you set the 3D Viewport into Textured viewport shading, you will immediately see any changes
  • UV Editor Correct
always connects two vertices by a straight line. These are the “wires” you see when you look at a mesh in wireframe view. They are usually invisible on the rendered image. They are used to construct faces.
  • Edges Correct
An Italian word that means boldly contrasting light and dark. The technique of was developed during the Renaissance.
  • Chiraoscuro Correct
Basic Drawing and Composition of basic elements
  • Drawing from observation Correct
Basic Drawing and Composition of basic elements An Italian word that means boldly contrasting light and dark. The technique of was developed during the Renaissance.
  • Chiraoscuro Correct
Basic Drawing and Composition of basic elements Exciting balance active, exciting, not boring
  • Dynamic Equilibriu Correct
Basic Drawing and Composition of basic elements used to block in the layout of the basic shapes in the composition. Best compared to a scribble drawing. Seeks to express motion and/or emotive qualities of the composition.
  • Gestural drawing Correct
Blender 3D is a Cross platform Application that can run accross all OS
  • True Correct
Blender mode that allows the selection of Faces, Edges and Vertices
  • Edit mode Correct
Blender Selection Mode By holding Shift-LMB when selecting a selection mode, you can enable manySelection Modes at once. This allows you to quickly select Vertices/Edges/Faces, without first having to switch modes.
  • Multiple Selection Modes Correct
Blender Selection Mode By holding Ctrl when selecting a higher selection mode, all elements touching the current selection will be added, even if the selection does not form a complete higher element. Or contracting the selection when switching to a lower mode
  • Expand/Contract Selection Correct
Blender Selection Mode setting is not just for shading, it impacts selection too. When enabled, selection isn’t occluded by the objects geometry (as if the object was solid).
  • X-Ray Correct
Blender Selection Mode When switching modes in an “ascendant” way (i.e. from simpler to more complex), from Vertices to Edges and from Edges to Faces, the selected parts will still be selected if they form a complete element in the new mode. For example, if all four edges in a face are selected, switching from Edges mode to Faces mode will keep the face selected. All selected parts that do not form a complete set in the new mode will be unselected.
  • Switching Select Mode Correct
Blender’s physically-based path tracer for production rendering. It is designed to provide physically based results out-of-the-box, with artistic control and flexible shading nodes for production needs.
  • Cycles Correct
But it is something that the character is doing/acting that adds a more realistic and natural feel to the animation. As mentioned, it must be staged so that the main action isn’t overpowered. It’s the kind of thing that is usually more subtle or can be felt more than noticed immediately.
  • Secondary Action Correct
Combining and post-processing of images and rendering information.
  • Compositing Correct
Compressed burned wood used for drawing. Charcoal is so fast, direct and responsive, that it is amongst the least inhibiting media. It can produce bold and fluid lines, and a great host of textures
  • Charcoal Correct
Deselect alternate elements relative to the active item.
  • Checker Deselect Correct
Eevee uses techniques to properly shadow the light coming directly from light objects this is a texture that stores the nearest occluder from the light position. Eevee also filters the shadow maps in order to smooth out the pixelated appearance
  • Shadows Correct
Even gross body movements when you walk somewhere tend not be perfectly straight. When a hand/arm reaches out to reach something, it tends to move
  • Arcs Correct
Exciting balance active, exciting, not boring
  • Dynamic Equilibriu Correct
For example, a bouncing ball tends to have a lot of ease in and out when at the top of its bounce. As it goes up, gravity affects it and slows down , then it starts its downward motion more and more rapidly
  • Ease In and Out (or Slow In and Out) Correct
For example, the animator draws the first frame of the animation, then draws the second, and so on until the sequence is complete. In this way, there is one drawing or image per frame that the animator has setup. This approach tends to yield a more creative and fresh look but can be difficult to time correctly and tweak.
  • Straight Ahead Action and Pose-To-Pose Action Correct
For modification of geometry by modeling tools.
  • Modeling Correct
For modification of meshes by sculpting tools
  • Sculpting Correct
For viewing and analyzing rendering results.
  • Rendering Correct
he ray is generated by a reflection off a surface
  • Reflection Correct
important to communicate messages in different ways
  • WORDS Correct
important to convey meaning through process of smiotics, denotation and cognitions
  • SIGNS, SYMBOLS Correct
important to define focal point
  • PROPORTIONS Correct
important to drive or support an idea
  • IMAGES/ILLUSTRATIONS Correct
important to help the creative team to put into a harmony pattern the constitutive elements
  • SHAPES Correct
important to make a powerful communication and to drive the attention
  • COLORS Correct
In geometry, a this is a direction or line that is perpendicular to something, typically a triangle or surface but can also be relative to a line, a tangent line for a point on a curve, or a tangent plane for a point on a surface.
  • Normal Correct
Instead of dealing with individual mesh elements, support sculpting with brushes (not covered in this chapter).
  • Sculpt Mode Correct
Interactive box selection
  • B Correct
Involves the use of real persons as stop motion characters. This allows a number of surreal effects, including the disappearance and reappearance of objects or characters, as well as allowing people to appear to slide across the ground and other effects.
  • PIXELATION Correct
is a continuous mark made on a surface or the edge created when two shapes meet. May be actual, implied, vertical, horizontal, diagonal, and/or contour.
  • Seven Elements of Design Line Correct
is a post-process effect that diffuses very bright pixels. This mimics lens artifacts of real cameras. This allows a better sense of what the actual intensities of the pixels are.
  • Bloom Correct
is a self-contained defined area, either geometric or organic. Shape refers to a two-dimensional element with area on a plane, while form refers to a three dimensional element with volume in space.
  • Shape / Form Correct
is a useful tool to simplify a mesh by merging the selected vertices that are closer than a specified distance to each other. An alternative way to simplify a mesh is to use the Decimate Modifie
  • Merging By Distance Correct
is Blender’s realtime render engine built using OpenGL focused on speed and interactivity while achieving the goal of rendering PBR materials can be used interactively in the 3D Viewport but also produce high quality final renders
  • Eevee Correct
is designed for layout, modeling and previews
  • Workbench Correct
is done as a post-process effect in Eevee. The depth of field effect can be controlled in the camera settings
  • Depth of Field Correct
is done as a post-process effect in Eevee. The depth of field effect can be controlled in the camera settings.
  • Depth of Field Correct
is the distance or area around or between elements in a work.
  • Space Correct
is the surface quality of a shape, or how it appears to feel: rough, smooth, spiky, soft, hard, and glossy, etc. Texture can be real or implied.
  • Texture Correct
is the visible spectrum of radiation reflected from an object. Color is also sometimes referred to as hue.
  • Color Correct
It is a technique that manipulates an object physically so that it appears to move on its own. The object is moved in small steps between individually photographed frames, creating the illusion of movement when the series of frames are played in a fast sequence
  • STOP MOTION TECHNIQUE Correct
It should be used in a careful and balanced manner, not arbitrarily. The result will be that the animation will seem more realistic and entertaining.
  • Exaggeration Correct
Mapping of image texture coordinates to 3D surfaces
  • UV Editing Correct
Match the order of the Animation production process
  • Step 1: → Gathering informationStep 2: → Concept & ScriptStep 3: → Voiceover recordingStep 4: → StoryboardStep 5: → Visual styleStep 6: → Animation Correct
mode keeps the shape of the selected edge loop the same as one of the edge loops adjacent to it, rather than sliding a percentage along each perpendicular edge. the tool shows the position along the length of the currently selected edge which is marked in yellow, from the vertex that has an enlarged red marker. Movement of the sliding edge loop is restricted to this length. As you move the mouse the length indicator in the header changes showing where along the length of the edge you are.
  • Even Mode Correct
Motion blur in Eevee is done by post processing the image after rendering. The motion blur is really basic and just blurs the render results based on pixel velocity
  • Motion Blur Correct
One of the 12 Principles of Animation
  • Anticipation Correct
One of the Animation Techniques:
  • CUT-OUT ANIMATION Correct
physically based path tracer.
  • Cycles Correct
physically based realtime renderer
  • Eevee Correct
Programming workspace for writing scripts
  • Scripting Correct
refers to how light or dark an object, area, or element is, independent of its color. Value is also sometimes referred to as tone.
  • Value Correct
Rip creates a “hole” in the mesh by making a copy of selected vertices and edges, still linked to the neighboring non-selected vertices, so that the new edges are borders of the faces on one side, and the old ones, borders of the faces on the other side
  • Rip Regeion Correct
scattering by evaluating all volume objects inside the view frustumthis it uses several 3D textures which have a high video memory usage. The texture dimensions can be tweaked using the Tile Size and Samples parameters. Object volumes have some limitations
  • Volumetrics Correct
Select connected edges
  • Select Loops Correct
Select elements similar to the current selection.
  • Select Similar Correct
Select geometry by querying its characteristics
  • Select All by Trait Correct
Selects a random group of vertices, edges, or faces, based on a percentage value
  • Select Random Correct
Selects all the geometry that is not selected, and deselect currently selected components.
  • Ctrl-I Correct
ses a pair of connected edge loops or a single, closed edge loop to fill in a grid that follows the surrounding geometry. The best predictable result can be achieved if you select two opposite edge loops with an equal number of vertices. When a single, closed edge loop is selected, the Span/Offset options allows you to adjust the way two opposite edge loops are detected from one closed edge loop
  • Grid Fill Correct
Seven Elements of Design is the surface quality of a shape, or how it appears to feel: rough, smooth, spiky, soft, hard, and glossy, etc. Texture can be real or implied.
  • Texture Correct
Supports basic operations such as object creation, joining objects, managing shape keys, UV/color layers. The default mode, available for all object types, as it is dedicated to Object data-block editing (e.g. position, rotation, size).
  • Object Mode Correct
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