The following Animation MCQs have been compiled by our experts through research, in order to test your knowledge of the subject of Animation. We encourage you to answer these 60+ multiple-choice questions to assess your proficiency.
Please continue by scrolling down.
A. y
B. x
C. b
D. z
A. Beauty
B. Ambient occlusion
C. Depth
D. Matte
A. 24 fps
B. 28 fps
C. 25 fps
D. 30 fps
A. surface
B. halo
C. volume
A. Overlapping action
B. Squash and stretch
C. None of these
D. Pose animation
A. Daz 3D
B. Softimage
C. Zbrush
D. Blender
E. Modo
A. Polygons
B. Rigging
C. Texturing
D. NURBS
A. The start position
B. The lowest position
C. The end position
D. The halfway position
A. True
B. False
A. You can clearly spot interesting poses
B. It will give you a better, more realistic feel for the timing of specific actions
C. You will be able to spot details your eye doesn't pay attention to
D. All of these
A. Researching
B. I don't know
C. tutorials
D. Rigging house
E. Modeling
A. Animation will move slower
B. Animation will move faster
A. True
B. False
A. Visualizing the final look of an animation
B. Planning out an animation
C. Modeling an object from multiple views
A. Front
B. Side
C. Top
D. Behind
A. Rigging
B. Lighting
C. Rendering
D. Texturing
A. .ma
B. .obj
C. .c4d
D. .frt
A. Control ray
B. Control vertex
C. Control spot
D. Control layer
A. Start simple, increase polycount as needed
B. Start with a very high polycount and keep the count consistent to completion
C. Start with a medium to high polycount and reduce polygons as needed
A. Rigging
B. Dynamics
C. Texturing
D. Modeling
A. Depth
B. Blinn
C. Semisurface
D. Alpha
A. Increase
B. Decrease
A. Texturing
B. Rendering
C. Lighting
D. Modeling
A. A technique for simulating the way in which light bounces from surface to surface within a scene
B. The process of converting the 3D data stored in a software package into the two-dimensional image ‘seen’ by the camera within the scene
C. The process of preparing a character model for animation, including setting up an underlying skeleton, and linking it to the mesh of the character model
A. Animation will move slower
B. Animation will move faster
A. Modeling
B. Lighting
C. Rigging
D. Compositing
A. 1:1
B. 16:9
C. 4:3
A. Side view
B. Front view
C. Top view
D. All of these
A. manual
B. movie
C. book
D. Storyboard
A. Rigging
B. Image modeling
C. Texture mapping
D. Image placing
A. Depth pass or zdepth
B. Matte
C. Ambient occlusion
D. Field pass or ypass
A. True
B. False
A. Timing
B. Exaggeration
C. Anticipation
D. Squash and stretch
A. Lightmapping
B. UV mapping
C. Procedural mapping
D. Keyframing
A. Tracing elements of live action images frame by frame
B. Creating a preliminary animation exercise to study weight, timing and the basics of "Squash and Stretch"
C. Creating a blurred effect to simulate incorrect camera speed to image size ratio
D. Adding computer generated shaking or vibration
A. Global Illumination
B. NURBS
C. Photolighting
D. Texture mapping
A. Polygonal geometry
B. Render settings
C. Keyframe data
D. NURBS
A. Bitmapping
B. Smoothing
C. Beauty passing
D. Anti-aliasing
A. Livecap
B. Freedomcap
C. Mocap
D. Multicap
E. rigcap
A. Recording values at a particular point in space
B. Recording time at a particular point in space
C. Recording values at a particular point in time
D. Recording space at a particular point in time
A. Slow in and slow out
B. Rigging
C. Timing
D. Arcs
A. Staging
B. Anticipation
C. Exaggeration
D. Squash and stretch
A. Subsurface scattering
B. Displacement mapping
C. Light blur
D. Light distribution
A. None of these
B. Straight Ahead
C. Back to Back
D. Pose to Pose
A. False
B. True
A. 3-2 pulldown
B. Clean up
C. Anticipation
D. Boiling
A. Tweening or morphing
B. Keysplining
C. Tweaking
D. Key averages
A. Start - Middle - Finish
B. Primary - Switchover - Secondary
C. First - Centre - Last
D. Extreme - Passing position - Extreme
A. Anticipation
B. Overlapping
C. Follow-Through
D. Staging
A. Scale Order Issue
B. Translate Order Issue
C. Create Problem in Modeling
D. Rotating Order Issue