PDA

View Full Version : Some Questions on Motion Builder


thegfxfactory
04-30-2011, 05:19 AM
AUTODESK MOTION BUILDER
Kindly help me out with the answers to these questions on Motion Builder please...

1. Which of the following statements about “camera switcher” in Motionbuilder is not true?
a) The "camera switcher" can be used for switching between cameras and filming scenes through multiple cameras.
b) Name of custom cameras are listed above the "camera switcher" in the camera folder of navigator window.
c) "Camera switcher" will be shown as empty if you have not added any custom cameras to your scene.
d) The Camera switcher contains not only the custom cameras you have created but also all the producer cameras present in Motionbuilder.

b, c, d
b, d
Only c
Only b
Only d

2. Which of the following statements about Retargeting is true?
a) When you select Retarget in the Character Controls Edit menu, keyframes are copied directly from one Control rig to the other, without plotting.
b) Retargeting is the process of taking animation developed for one character and using it to drive another character without baking the animation onto either character’s skeleton.
c) Retargeting is the process of creating animation without plotting.
d) When you retarget keyframe animation, the Reach properties are also retargeted to the target character.

a, b, c, d
b, c, d
a, c, d
a, b, d

3. Which of the following statements about Mapping Parent/Child constraints is not true?
a) The Mapping constraint lets you map one Parent/Child relation to another Parent/Child relation.
b) If you drag Parent/Child constraints into an empty area of the Viewer window from Asset browser's Constraints folder, the Mapping constraint template appears in the Constraint settings.
c) If you drag the Parent/Child constraint on top of an object from Asset browser's Constraints folder, a contextual menu appears asking if you want to assign the object as one of the constraint’s operators.

b, c
a, b
a, c
Only a
None of the above

4. Which of the following statements about "Character folder" is true?

a) Actor is a humanoid model used to link captured optical or magnetic motion data to a character.
b) Purpose of the "Actor Face" is to transfer animation data from a motion capture source to a Character Face.
c) Actor is one of four types of motion source that can be used to drive a character.
d) The motion data can be attached to an Actor using pins.
a, b
b, c
a, c
a, b, d
a, b, c, d

5. Which of the following statements about "Ghost option" is true?
a) Clip ghosts can display only if the ghost visibility options of the clip's track is active.
b) The Show Ghost option lets you show or hide the ghosts of all clips not the individual selected clips.
c) A clip has a model ghost, a match object ghost, and a travelling node.
d) A track has its own model ghost and its own match object ghost, as well as a clip vector ghost.

Only c
c, d
Only a
a, c, d
Only b

6. Which of the following statements about "Pose options" is not true?
a) A pose is a stationary character position set on a specific frame.
b) The Pose options affect poses and cuts within tracks.
c) To create motion cycles, you can insert poses on tracks to determine the start or end positions of characters.
d) The ghost of a pose appears in the Viewer window and does not move when the take plays.

Only a
Only c
Only b
Only d
None of the above

7. Match the following Discontinuity options of key control window.
1. Bezier-Clamp a. Interpolation with discontinuous tangents.
2. Bezier-User b. Not supported.
3. TCB c. Interpolation with Continuity set to a value of -1.

8. Which of the following statements about Actor is not true?
a) Actor is used to link motion data with a character model.
b) The body segments of an actor are not detachable.
c) The actor asset appears in the character folder of the asset browser.
d) Humanoid model of character are represented by gray.

Only d
Only b
Only a
b, d
a, d

9. Which of the following statements about "Floor contact" is not true?
a) If there is no floor contact defined, the character's hand and feet take the plane at 0 position of Y axis as the floor.
b) Floor contact settings include Hands Floor Contact, Floor Contact Behavior, Fingers Floor Contact, Toe Floor Contact and Feet Floor Contact.
c) The Floor Contact settings appear in the Navigation window when you drag a character in the Viewer window.
d) "Floor Contact Behavior" lets you select which method of solving the Control rig uses when a character’s feet or hands come in contact with the floor.

Only a
Only c
Only b
Only b, c
None of the above

10. Which of the following statements about "Skin" is true?
a) A skinned model has a mesh, which reacts with skeleton when the body parts are moved.
b) Skin provides the underlying structure to the character model.
c) Skin window can be used to modify the weight of vertices.
d) "Model list" of skin window displays the name of selected bones in the scene.

a, b, c
b, d
a, c
b, c, d
a, b, c, d

11. Which of the following statements about "Kinematics" is not true?
a) Inverse Forward Kinematics is the method of transforming a group of connected joints where the movement of the root / top of the chain influences all joints along the chain until reaching the end joint.
b) Inverse Kinematics propagates down the chain.
c) Forward Kinematics is the method of transforming a group of connected joints where the movement of the end joint influences all the joints upwards through the chain.
d) Forward kinematics propagates up the chain.

a, b, c, d
a, c
b, d
a, b, d
b, c, d

12. Which of the following statements about "Auxiliary pivots" is true?
a) Auxiliary pivots are objects that let you quickly define and animate multiple rotation pivot points for IK Control rig effectors.
b) In order to create natural-looking walk cycles, create multiple Auxiliary pivots for an IK effector in a character's foot.
c) Auxiliary pivots are based on the position of the IK effector they are created for, so they do not have an independent position in the scene.
d) When you are in Pivot mode, transforming the pivot affects only the Auxiliary pivot itself. To use the pivots to manipulate an effector, switch to Vertex mode.

b, c
b, c, d
a, b, c
a, b, c, d

13. Which of the following statements about "Animation menu options" is true?
a) In the Properties window, more properties display in the Keying Group for a selected control rig than in the Dopesheet or FCurves windows.
b) A group of properties called Keying Group displays in the Properties, Dopesheet, and FCurves windows when you select the constrained object of a Path constraint.
c) By default, Multi Take applies to assets such as nulls, markers, models, and skeletons, and excludes cameras and lights.
d) Normal is the default behavior for all assets, excluding nulls, markers, models, and skeletons.

a, d
a, b, c, d
Only d
c, d

14. Which of the following statements about "Animation menu" under Key control window is not true?
a) The Create Animation Path option lets you create an editable 3D animation path.
b) The Keying Group Info option opens the Keying Group Info dialog box, which displays information about the keyframes that are part of the selected keying mode.
c) When Mono Layer is active, keyframes are placed on the Base Layer.
d) Most objects are Mono Layer by default excluding IK, FK, and Auxiliary Control rig effectors.

Only d
Only c
Only b
b, d
None of the above

15. Arrange the statements in order to applying a video texture.

a) Select New Media in the Texture setting's Media menu. A file browser opens.
b) Open the Materials folder in the Asset browser.
c) Expand the Textures folder in the Scene browser.
d) Drag a Texture asset onto an object in the Viewer window.
e) Double-click the Texture.
f) Browse for a video file and click Open.

a, b, c, d, e, f
b, d, c, e, a, f
b, e, c, f, a, d
f, e, b, c, d, a

16. Arrange the statements in order to configure the 5-sensor 5DT glove device.
a) Click Online to activate the 5DT Glove device.
b) Select the port used by your glove device from the Port field.
c) Put on your glove. Keep your hand relaxed while following the calibration steps.
d) Enable each finger you want to use by activating its Enabled option.
e) Select Wireless or Wired depending on your glove connection.
f) Open your hand, and click Set hand opened. Close your hand, and click Set hand closed.

f, d, e, c, b, a
b, c, e, f, a, b
c, f, a, b, e, d
a, b, e, c, f, d

17. Arrange the statements in order to create a character track.
a) Select Mia in the track's Character menu.
b) In the Story window, right-click in the Action Track list and select Insert > Character Animation Track from the contextual menu.
c) In story panel drag the clip to left so that it begins at frame 0.
d) Drag walkaround.fbx from the Asset browser to the Character track.
e) Play the animation.

a, b, c, d, e
b, a, d, c, e
a, d, c, d, e
b, a, c, d, e

18. Calibrate the glove device by putting on the glove and moving your hand to the following poses in the following order.
a) Place your hand flat with the palm down on a flat surface. Keep your fingers together, and extend the thumb. Click Flat Close.
b) Make a fist, but extend your thumb upwards ("thumbs up" pose). Click Fingers Close.
c) Keep your fingers straight and together, but reach your thumb across the palm towards the base of the "pinkie" or little finger. Click Thumb to Pinkie.
d) Keep your fingers straight and together. Close your thumb so that each knuckle is at a ninety-degree angle, then click Thumb Close.
e) Open your hand with the fingers and thumb fully extended, and the fingers spread. Click All Open.

a, b, c, d, e
e, a, b, c, d
e, d, c, b, a
d, c, b, a, e

19. Arrange the statements in order to constrain an object’s rotation with the 3-Points constraint.
a) Select a 3-Points constraint from the Asset browser's Constraints folder and drag it into the Viewer window.
b) Assign the object whose rotation on which you want to base the position and movement of three source objects to the Constrained Object cell.
c) Assign the object whose position affects the pivot point of the constrained object to the Origin cell.
d) Assign the object whose position affects the rotation of the constrained object to the Target cell.
e) Assign the object whose position affects the roll of the constrained object.
f) Click Lock in the Constraint settings to lock the position of the objects to be constrained, and click Active to activate the constraint.

f, d, e, a, c, b
f, a, c, b, d, e
a, b, c, d, e, f
f, a, d, e, a, c

20. Arrange the statements in order to create a Multi-Referential constraint.

a) Select the model you want to assign as the Source object, in the Viewer window, Alt-drag it into the Reference field of the Key Controls and select Set as Source object from the menu that appears.
b) Select the model to be the Rigid object (or child) in the Viewer window and Alt-drag it into the Reference field of the Key Controls.
c) Click the Key button next to the Reference field in the Key Controls to set a keyframe for the child object.
d) Select the Source object from the Key Controls Reference menu. A Key is automatically set.
e) Advance the scene to the moment where the Rigid object is to join the Source object.

a, b, c, e, d
b, a, c, e, d
b, a, e, d, c
a, c, b, d, e

21. Arrange the statements in order to retarget keyframe animation from one character to another in the same scene.

a) Load two character models into the scene, one 'source' character with a Control rig and keyframe animation and one 'target' character with no Control rig attached.
b) Save a copy of the source character’s Control rig, then apply it to the target character.
c) Double-click the target character in the Scene browser to open the Character Settings.
d) Select Character Input as the Input Type and select the source character as the Input Source and activate the Active option.
e) Select Retarget from the Edit menu in the Character Controls. In the Retargeting Options dialog box that appears, activate or disable any options you choose.

a, b, c, d, e
d, c, e, a, b
a, c, d, e, b
e, d, c, b, a

22. Which of the following statements about "Auxiliary effectors" is not true?
a) Every IK effector in a Control rig can have multiple Auxiliary effectors.
b) By default, an Auxiliary effector displays as a wireframe cube in the Viewer window.
c) Auxiliary effectors are useful to provide an additional level of IK control.
d) Auxiliary effectors can be used to stabilize a character’s feet so that they do not slide on the floor.

Only d
Only b
b, d
None of the above

23. Arrange the statements in order to create animation clips.
a) Activate the track's Animate option.
b) Make sure the track's asset is selected in the Viewer window.
c) Press K to set a keyframe.
d) Right-click in the Action Track list and select Insert > Generic Animation Track from the contextual menu.
e) Move the Timeline indicator, transform the asset, and press K again.

a, b, c, d, e
b, a, d, c, e
b, d, a, e, c
d, a, b, c, e

24. Which of the following statements about "Control rig" is true?
a) Control rig is displayed as yellow markers on the character's models joint.
b) Character rig can be created only for characterized character.
c) Control rig can be used for editing an animation.
d) Control rig can be used to connect motion source with the model for animation.

a, d
b, c, d
a, b, c
a, b, c, d

25. Arrange the step-by-step instructions to create an animated path with an existing path.

a) Drag a Path constraint into the Viewer window from the Asset browser's Constraints folder.
b) Create a 3D curve.
c) In the Path constraint settings, drag your 3D Curve into the 3D Path field.
d) Click Active.
e) Assign your light, camera, or object to the constrained object field.

b, a, c, e, d
a, b, c, d, e
a, b, c, e, d
b, a, c, d, e

26. Arrange the statements in order to create Scene browser configurations.

a) In the Scene browser, click the Filters button.
b) In the Scene browser Filters dialog box that appears, click the Add button.
c) Select the assets you want to include in the configuration.
d) Activate the Locked option to lock the Scene browser configuration and prevent it from being changed accidentally.
e) Click Ok to filter the Navigator and show only the configuration's assets.

b, c, d, e, a
c, a, b, d, e
a, b, c, d, e
d, c, b, e, a

27. Which of the following statements about "File menu" is not true?

a) Batch window under file menu lets you convert multiple data files between different formats.
b) Import command lets you import motion files of FBX, BVH, HTR, TRC, AMC and DAE formats
c) Render window lets you render your takes as .avi or .swf files, or as a series of .tiff, or .tga files.
d) Use FBX Plug-in Import to import FBX, 3DS, C3D, and OBJ files.

Only a
Only c
Only d
a, d
None of the above

CGTalk Moderation
04-30-2011, 05:19 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.