Rigging-and-Skinning Flashcards

1
Q

It is a process of placing a bone structure as rigs of 3D mesh.

A

RIGGING

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What do you call the controls and strings
that move a marionette

A

Rig

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Rigging is a process which is divided into what parts

A

▪ Bone/Joint Placement
▪ Skinning/Enveloping

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

What are the 2 Classification of Bones

A

DEFORMING BONES & CONTROL BONES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

It is a Classification of bones where it directly deforming the associated vertices of the
mesh.

A

DEFORMING BONES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

This is a classification of bones which is usually embedded inside the mesh.

A

DEFORMING BONES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

This is a classification of bones which Control other bones reaction when transform

A

CONTROL BONES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

This is a classification of bones which Act as Switch

A

CONTROL BONES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

This is a classification of bones which Indirectly alter vertices and often no associated vertices

A

CONTROL BONES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

This is a type of 3D object
used for rigging, borrowed the idea
of real-world skeleton.

A

Armature

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Armature have 3 elements named

A

▪ Start Joint also known as root or head.
▪ Bodyitself.
▪ End Joint named tip or tail

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

What are the 4 characteristics of armature

A

▪ Transform Factor
▪ Object Data data-block
▪ Reusable
▪ Control a 3D mesh

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

This is a characteristic of armature that has an origin, a position, a rotation and a scale

A

Transform Factor

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

This is a characteristic of armature that can adjust it setting on Edit mode

A

Object Data data-block

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

This is a characteristic of armature that It can be linked to other scenes and armature data can be
reused on multiple.

A

Reusable

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

This is a characteristic of armature which the Animation works on mesh not the armature’s bones

A

Control a 3D mesh

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

What are the armature visual/viewport displays

A

Octahedral bone display, Stick bone display,
B-Bone bone display, Envelope Bone display,
Wire bone Display

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

This is the default visualization
Well suited for most of editing tasks.
It materializes as big root and small tip.

A

OCTAHEDRAL

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

Simplest and most non-intrusive visualization.
It constant thickness gives no information about root and tip.

A

STICK

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Visualization shows the curves of “smooth”
multi-segment bones. Used for Bendy Bones

A

B-BONES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Visualization materializes the bone deformation
influence. Best visualization for Skinning

A

ENVELOPE

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

Simplest visualization shows
the curves of “smooth”

A

WIRE

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

in armature toolbar:

This tool is used to easily rotates a bone
around its local Y axis.

A

Roll

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
24
Q

in armature toolbar:

This tool is used to Resize the scale of the armature.

A

BONE SIZE

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
25
Q

in armature toolbar:

This tool is used to Resize the armature viewport display.

A

BONE ENVELOPE

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
26
Q

in armature toolbar:

This tool is used to Add new armature from the selected armature.

A

EXTRUDE

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
27
Q

in armature toolbar:

This tool is used to Add new armature from the last selected armature to the
mouse cursor

A

EXTRUDE TO CURSOR

28
Q

All rigs are based on a hierarchy of systems and controls working in a sequential order to create the articulation of your object.

A

Parenting

29
Q

true of false:

Armature can be disconnect to its parent.

A

True

30
Q

Armature can be disconnect to its parent. is also known as

A

Keep Offset

31
Q

To prevent an armature from being
transformed in Edit Mode

A

LOCKING BONES

32
Q

It is use to initial adjust the
deform coverage of the armature

A

RADIUS SCALING

33
Q

it is the easy way to replace
long chains of many small rigid bones.

A

BENDY BONES

34
Q

Common practice on rigging to
added a meaningful _________ _______ to easy work on it.

A

naming convention

35
Q

What is the 2 types of positions of skeleton

A

Rest and Pose positions

36
Q

This is the position that setup position a rigger assign on the Edit Model

A

REST POSITION

37
Q

This is the position that manipulated position of armature in Pose Mode. Visible on Object and Pose Mode.

A

POSE POSITION

38
Q

What is the 2 types of Layers of skeleton

A

BONE LAYERS & PROTECTED LAYERS

39
Q

This is the Layer that regroups armature into sets of bones

A

BONE LAYERS

40
Q

This is the Layer that Lock a given bone layer for all proxies of your armature.

A

PROTECTED LAYERS

41
Q

What is the 2 types of Groups of skeleton

A

BONE GROUP & POSE LIBRARY

42
Q

Another way to reorganized your armature. The different is you can assign color per bone group.
Note: An armature can only be assign
on one bone group.

A

BONE GROUP

43
Q

Store the Pose Position of the Armature.

A

POSE LIBRARY

44
Q

the process of binding object to another object,
commonly to an armature

A

Skinning

45
Q

What is the main concept of skinning

A

weight painting

46
Q

What are the two main skinning types

A
  • Parent/Constrain Objects to Bones
  • Armature Modifier
47
Q

this is the type of skinning where you connect the mesh on a armature
(or any 3D object), commonly apply
not for deforming but to have
controls on transform the mesh.

A

Parent/Constrain Objects to Bones

48
Q

this is the type of skinning where its a type of parent/constrain objects. Main goal is for deforming a mesh.

A

Armature Modifier

49
Q

In Skinning, it groups the
vertices of a mesh according
to the influence weight of
an armature.

A

WEIGHT GROUP

50
Q

The Armature Deform Parenting directly affect
your vertex group.

A

With Empty Group

51
Q

It automatically create a vertex group
according to the envelope scale of influence.

A

With Envelop Weight

52
Q

It automatically create a vertex group.

A

With Automatic Weight

53
Q

a method to maintain large amounts
of weight information in a very intuitive way.

A

Weight Painting

54
Q

To access the weight painting, change your
interaction mode to what mode

A

Weight Mode

55
Q

True or False

Weights usually have to be normalize, for it to not exceed to the value of 1.

A

True

56
Q

In WEIGHT PAINT TOOLS: DRAW

It defines in which way the weight value
is applied to the vertex group while painting.

A

Blend

57
Q

In blend option what is the default and most commonly used variety

A

Mix

58
Q

In WEIGHT PAINT TOOLS: DRAW

Indicates the weight value, use the
color spectrum as the basis.

A

Weight

59
Q

In WEIGHT PAINT TOOLS: DRAW

Option controlling the radius scale of
the brush. It is measured in pixel.

A

Radius

60
Q

In WEIGHT PAINT TOOLS: DRAW

Controls the opacity of the brush.

A

Strength

61
Q

In WEIGHT PAINT TOOLS

Smooths out the weighting of adjacent
vertices while ignoring the weight value.

A

BLUR

62
Q

In WEIGHT PAINT TOOLS

Smooths weights by painting the average
resulting weight from all weights under
the brush

A

AVERAGE

63
Q

In WEIGHT PAINT TOOLS

Similar to Finger Painting
Smudges weights by grabbing the weights under the brush and “dragging” them

A

SMEAR

64
Q

In WEIGHT PAINT TOOLS

Blends the weights of selected vertices with
unselected vertices.

A

GRADIENT

65
Q

In WEIGHT PAINT TOOLS Sets the brush Weight as
the weight selected under the cursor

A

SAMPLE

66
Q

In WEIGHT PAINT TOOLS

Set a new cursor location.

A

Cursor

67
Q

it can be used to control their degree of freedom in their pose transformations.

A

BONE CONSTRAINTS