Rigging-and-Skinning Flashcards

(67 cards)

1
Q

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

A

RIGGING

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2
Q

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

A

Rig

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3
Q

Rigging is a process which is divided into what parts

A

▪ Bone/Joint Placement
▪ Skinning/Enveloping

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4
Q

What are the 2 Classification of Bones

A

DEFORMING BONES & CONTROL BONES

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5
Q

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

A

DEFORMING BONES

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6
Q

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

A

DEFORMING BONES

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7
Q

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

A

CONTROL BONES

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8
Q

This is a classification of bones which Act as Switch

A

CONTROL BONES

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9
Q

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

A

CONTROL BONES

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10
Q

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

A

Armature

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11
Q

Armature have 3 elements named

A

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

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12
Q

What are the 4 characteristics of armature

A

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

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13
Q

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

A

Transform Factor

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14
Q

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

A

Object Data data-block

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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

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16
Q

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

A

Control a 3D mesh

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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

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18
Q

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

A

OCTAHEDRAL

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19
Q

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

A

STICK

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20
Q

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

A

B-BONES

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21
Q

Visualization materializes the bone deformation
influence. Best visualization for Skinning

A

ENVELOPE

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22
Q

Simplest visualization shows
the curves of “smooth”

A

WIRE

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23
Q

in armature toolbar:

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

A

Roll

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24
Q

in armature toolbar:

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

A

BONE SIZE

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25
in armature toolbar: This tool is used to Resize the armature viewport display.
BONE ENVELOPE
26
in armature toolbar: This tool is used to Add new armature from the selected armature.
EXTRUDE
27
in armature toolbar: This tool is used to Add new armature from the last selected armature to the mouse cursor
EXTRUDE TO CURSOR
28
All rigs are based on a hierarchy of systems and controls working in a sequential order to create the articulation of your object.
Parenting
29
true of false: Armature can be disconnect to its parent.
True
30
Armature can be disconnect to its parent. is also known as
Keep Offset
31
To prevent an armature from being transformed in Edit Mode
LOCKING BONES
32
It is use to initial adjust the deform coverage of the armature
RADIUS SCALING
33
it is the easy way to replace long chains of many small rigid bones.
BENDY BONES
34
Common practice on rigging to added a meaningful _________ _______ to easy work on it.
naming convention
35
What is the 2 types of positions of skeleton
Rest and Pose positions
36
This is the position that setup position a rigger assign on the Edit Model
REST POSITION
37
This is the position that manipulated position of armature in Pose Mode. Visible on Object and Pose Mode.
POSE POSITION
38
What is the 2 types of Layers of skeleton
BONE LAYERS & PROTECTED LAYERS
39
This is the Layer that regroups armature into sets of bones
BONE LAYERS
40
This is the Layer that Lock a given bone layer for all proxies of your armature.
PROTECTED LAYERS
41
What is the 2 types of Groups of skeleton
BONE GROUP & POSE LIBRARY
42
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.
BONE GROUP
43
Store the Pose Position of the Armature.
POSE LIBRARY
44
the process of binding object to another object, commonly to an armature
Skinning
45
What is the main concept of skinning
weight painting
46
What are the two main skinning types
- Parent/Constrain Objects to Bones - Armature Modifier
47
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.
Parent/Constrain Objects to Bones
48
this is the type of skinning where its a type of parent/constrain objects. Main goal is for deforming a mesh.
Armature Modifier
49
In Skinning, it groups the vertices of a mesh according to the influence weight of an armature.
WEIGHT GROUP
50
The Armature Deform Parenting directly affect your vertex group.
With Empty Group
51
It automatically create a vertex group according to the envelope scale of influence.
With Envelop Weight
52
It automatically create a vertex group.
With Automatic Weight
53
a method to maintain large amounts of weight information in a very intuitive way.
Weight Painting
54
To access the weight painting, change your interaction mode to what mode
Weight Mode
55
True or False Weights usually have to be normalize, for it to not exceed to the value of 1.
True
56
In WEIGHT PAINT TOOLS: DRAW It defines in which way the weight value is applied to the vertex group while painting.
Blend
57
In blend option what is the default and most commonly used variety
Mix
58
In WEIGHT PAINT TOOLS: DRAW Indicates the weight value, use the color spectrum as the basis.
Weight
59
In WEIGHT PAINT TOOLS: DRAW Option controlling the radius scale of the brush. It is measured in pixel.
Radius
60
In WEIGHT PAINT TOOLS: DRAW Controls the opacity of the brush.
Strength
61
In WEIGHT PAINT TOOLS Smooths out the weighting of adjacent vertices while ignoring the weight value.
BLUR
62
In WEIGHT PAINT TOOLS Smooths weights by painting the average resulting weight from all weights under the brush
AVERAGE
63
In WEIGHT PAINT TOOLS Similar to Finger Painting Smudges weights by grabbing the weights under the brush and “dragging” them
SMEAR
64
In WEIGHT PAINT TOOLS Blends the weights of selected vertices with unselected vertices.
GRADIENT
65
In WEIGHT PAINT TOOLS Sets the brush Weight as the weight selected under the cursor
SAMPLE
66
In WEIGHT PAINT TOOLS Set a new cursor location.
Cursor
67
it can be used to control their degree of freedom in their pose transformations.
BONE CONSTRAINTS