Exam Details
Subject | Animation production Pipeline | |
Paper | ||
Exam / Course | Bachelor of Arts in 3D Animation and Visual Effects | |
Department | School of Journalism and New Media Studies (SOJNMS) | |
Organization | indira gandhi national open university | |
Position | ||
Exam Date | December, 2016 | |
City, State | new delhi, |
Question Paper
No. of Printed Pages: 8 IBNM-OOII
BACHELOR OF ARTS IN 3D ANIMATION AND
VISUAL EFFECTS
Term-End Theory Examination
December, 2016
BNM-001 ANIMATION PRODUCTION. PIPELINE
Time hours Maximum Marks: 100 (Weightage
Note: Attempt all questions.
The following section has objective type questions. Select the right answer. Each question carries 2 marks.
1. Space warps are renderable objects that affect the appearance of other objects.
True
False
2. Push Space Warps applies a unidirectional force to particle systems.
uniform
fixed
stable
3. The Motor Space Warp works like vortex, but applies rotational torque
True
false
4. The Deflector Space Wrap acts as a shield to repel the particles generated by a particle ststem.
planar
circular
sperical
5. particle flow employs an event-driven model,using a special dialog called
Depot
Particle View
Particle Flow Window
6. The first event in the Particle Flow system is always a event.
global
master
parent
7. The particles first appear at an object called a/an
source
emitted
emitter
8. The contains all Particle Flow actions, as well as several default particle systems. 2
parameters panel
event display
depot
9. The Birth operator enables of particles within the Particle Flow system using a set of simple parameters. 2
life
display
creation
10. Use the operator to remove particles from the particle system. 2
Remove
Delete
Lifespan
11. The operator lets you set and animate particle orientation during an event. 2
Rotation
Spin
Orientation
12. The Material Static operator lets you give particles material IDs that remain constant throughout the event. 2
True
False
13. The operator creates each particle as a rectangle that always faces a particular object, camera or direction. 2
Look At
Aim
Shape Facing
14. In Maya, you can animate the display and movement of particles with various techniques; for example, keys, expressions and such as gravity. 2
effects
forces
fields
15. A particle object is a collection of particles that share different attributes. 2
True
False
16. In Maya, surface emitters emit particles from random, evenly distributed positions on the faces of NURBS of polygonal surfaces. 2
outer
inner
double sided
17. In Maya, goals for nParticles, behave to goals created for Maya classic particles.
opposite
differently
similar
18. In Maya, you can use the Relationships Editor to reassign collisions between particles and rigid bodies. 2
Particle
Dynamic
Collision
19. In Maya, software rendered particles have a render type of Blobby Surface, Cloud and 2
Tube
Spheres
Streak
20. In Maya, dynamic forces influence NURBS and polygonal objects in the space coordinate system. 2
object
local
world
21. In Maya, the sets how much all particles of the trailing object are attracted to the goal 2
object weight
target weight
goal weight
22. In Maya, fluid effects do not use fluid solvers to simulate fluid motion. 2
stable
static
non-dynamic
23. In Maya, fluid containers are divided into three dimensional grids, and each unit of one of these grids is called a
pixel
pixol
voxel
24. In Maya, a rigid body is a polygonal or NURBS surface converted to a/an 2
deforming
closed
unyielding
25. In Maya fields, the volume shapes you can use are cube, sphere, cylinder, and torus. 2
cone
pyramid
oval
26. In Maya, you cannot animate the display and movement of particles with keys. 2
True
False
27. In RealFlow, RealWave Mesh cannot be influenced by 2
daemons
forces
fields
28. In RealFlow, standard geometry scale value for any object exported from Maya should be 2
0.01
0.1
1
29. format supports surface deformation while exporting from 3DS Max to RealFlow. 2
OBJ
SD
FBX
30. is not a particle type in RealFlow. 2
Gas
Water
Dumb·
Answer the following questions with detailed diagrams /flow charts. Each question carries 10 marks.
31. Explain the production process involved in creating a "Realistic Smoke" in 3DS Max. 10
32. Describe the production process and integration between Maya/3DS Max and RealFlow for the following examples: 10
Filling a glass of Milk (Milk using RealFlow).
Honey falling on a surface (Honey using RealFlow).
33. Explain the stepwise process involved to create a realistic simulation of a group of bees flying using Maya Particle Dynamics. 10
34. Define Gravity and Uniform field in Maya and explain their usage in brief. 10
BACHELOR OF ARTS IN 3D ANIMATION AND
VISUAL EFFECTS
Term-End Theory Examination
December, 2016
BNM-001 ANIMATION PRODUCTION. PIPELINE
Time hours Maximum Marks: 100 (Weightage
Note: Attempt all questions.
The following section has objective type questions. Select the right answer. Each question carries 2 marks.
1. Space warps are renderable objects that affect the appearance of other objects.
True
False
2. Push Space Warps applies a unidirectional force to particle systems.
uniform
fixed
stable
3. The Motor Space Warp works like vortex, but applies rotational torque
True
false
4. The Deflector Space Wrap acts as a shield to repel the particles generated by a particle ststem.
planar
circular
sperical
5. particle flow employs an event-driven model,using a special dialog called
Depot
Particle View
Particle Flow Window
6. The first event in the Particle Flow system is always a event.
global
master
parent
7. The particles first appear at an object called a/an
source
emitted
emitter
8. The contains all Particle Flow actions, as well as several default particle systems. 2
parameters panel
event display
depot
9. The Birth operator enables of particles within the Particle Flow system using a set of simple parameters. 2
life
display
creation
10. Use the operator to remove particles from the particle system. 2
Remove
Delete
Lifespan
11. The operator lets you set and animate particle orientation during an event. 2
Rotation
Spin
Orientation
12. The Material Static operator lets you give particles material IDs that remain constant throughout the event. 2
True
False
13. The operator creates each particle as a rectangle that always faces a particular object, camera or direction. 2
Look At
Aim
Shape Facing
14. In Maya, you can animate the display and movement of particles with various techniques; for example, keys, expressions and such as gravity. 2
effects
forces
fields
15. A particle object is a collection of particles that share different attributes. 2
True
False
16. In Maya, surface emitters emit particles from random, evenly distributed positions on the faces of NURBS of polygonal surfaces. 2
outer
inner
double sided
17. In Maya, goals for nParticles, behave to goals created for Maya classic particles.
opposite
differently
similar
18. In Maya, you can use the Relationships Editor to reassign collisions between particles and rigid bodies. 2
Particle
Dynamic
Collision
19. In Maya, software rendered particles have a render type of Blobby Surface, Cloud and 2
Tube
Spheres
Streak
20. In Maya, dynamic forces influence NURBS and polygonal objects in the space coordinate system. 2
object
local
world
21. In Maya, the sets how much all particles of the trailing object are attracted to the goal 2
object weight
target weight
goal weight
22. In Maya, fluid effects do not use fluid solvers to simulate fluid motion. 2
stable
static
non-dynamic
23. In Maya, fluid containers are divided into three dimensional grids, and each unit of one of these grids is called a
pixel
pixol
voxel
24. In Maya, a rigid body is a polygonal or NURBS surface converted to a/an 2
deforming
closed
unyielding
25. In Maya fields, the volume shapes you can use are cube, sphere, cylinder, and torus. 2
cone
pyramid
oval
26. In Maya, you cannot animate the display and movement of particles with keys. 2
True
False
27. In RealFlow, RealWave Mesh cannot be influenced by 2
daemons
forces
fields
28. In RealFlow, standard geometry scale value for any object exported from Maya should be 2
0.01
0.1
1
29. format supports surface deformation while exporting from 3DS Max to RealFlow. 2
OBJ
SD
FBX
30. is not a particle type in RealFlow. 2
Gas
Water
Dumb·
Answer the following questions with detailed diagrams /flow charts. Each question carries 10 marks.
31. Explain the production process involved in creating a "Realistic Smoke" in 3DS Max. 10
32. Describe the production process and integration between Maya/3DS Max and RealFlow for the following examples: 10
Filling a glass of Milk (Milk using RealFlow).
Honey falling on a surface (Honey using RealFlow).
33. Explain the stepwise process involved to create a realistic simulation of a group of bees flying using Maya Particle Dynamics. 10
34. Define Gravity and Uniform field in Maya and explain their usage in brief. 10
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Subjects
- 3d basics - i
- 3D BASICS - II
- 3d basics-ii
- 3d design
- Animation production Pipeline
- ART OF EDITING
- Basics Of Film Making - I(Group A)
- BASICS OF FILM MAKING - II
- Basics of film making-i
- Case Studies
- Character animation
- Character setup
- Compositing
- Digital enhancement
- Digital Enhancement (Group A)
- Editing
- Fx
- Look development
- Match moving
- The art of editing