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


Departments

  • Centre for Corporate Education, Training & Consultancy (CCETC)
  • Centre for Corporate Education, Training & Consultancy (CCETC)
  • National Centre for Disability Studies (NCDS)
  • School of Agriculture (SOA)
  • School of Computer and Information Sciences (SOCIS)
  • School of Continuing Education (SOCE)
  • School of Education (SOE)
  • School of Engineering & Technology (SOET)
  • School of Extension and Development Studies (SOEDS)
  • School of Foreign Languages (SOFL)
  • School of Gender Development Studies(SOGDS)
  • School of Health Science (SOHS)
  • School of Humanities (SOH)
  • School of Interdisciplinary and Trans-Disciplinary Studies (SOITDS)
  • School of Journalism and New Media Studies (SOJNMS)
  • School of Law (SOL)
  • School of Management Studies (SOMS)
  • School of Performing Arts and Visual Arts (SOPVA)
  • School of Performing Arts and Visual Arts(SOPVA)
  • School of Sciences (SOS)
  • School of Social Sciences (SOSS)
  • School of Social Work (SOSW)
  • School of Tourism & Hospitality Service Sectoral SOMS (SOTHSM)
  • School of Tourism &Hospitality Service Sectoral SOMS (SOTHSSM)
  • School of Translation Studies and Training (SOTST)
  • School of Vocational Education and Training (SOVET)
  • Staff Training & Research in Distance Education (STRIDE)

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