question bank with answers for maya basic

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Quest ion bank with ans wers Pr epar ed by : rahul singh bam 4543\07 Section b Note: some of the answers may vary from the question in part for more detailed…… Ans wer s f or quest ion : REPEAT LAST COMMAND, REPEAT LAST TOOL, DUPLICATE, DUPLICATE WITH TRANSFORM, NAME THE TRANSFORMATION NODES IN MAYA?, WHATS THE USE OF BOUNDARY AND WHAT ARE THE

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Quest ion bank with ans wers

Pr epar ed by : rahul singh bam 4543\07

Section b

Note: some of the answers may vary from the question in part for more detailed……

Ans wer s f or quest ion :

REPEAT LAST COMMAND, REPEAT LAST TOOL,

DUPLICATE, DUPLICATE WITH TRANSFORM, NAME

THE TRANSFORMATION NODES IN MAYA?, WHATS

THE USE OF BOUNDARY AND WHAT ARE THE

CONDITIONS REQUIRED TO EXECUTE IT?

Are not found because of the accurate answers….! ,

so please found it>……..!

BIRL A INSTI TU TE OF T EC HNOL OGYEXT ENSION C ENTR E, NOIDA

QUES TION BAN K- (SP /09)BAM -404

Q) WRITE THE SHOR TCUTS FOR THE

FOLL OWING COMMANDS:

Q) MO VE T OOL, R OTATE T OOL, SCALE

TOOL

A) w, e, r

Q) OBJECT MODE, VER TEX

SELECTION MODE

A) f8, f9

Q) REPEA T LAST COMMAND , REPE AT

LAST T OOL

A) ??????????????, g

Q) GR OUP

A) ctrl +g

Q) OPEN A TTRIB UTE EDIT OR

A) ctrl+a

Q) DUPLICA TE, DUPLICA TE WITH

TRANSFORM

A) ctrl+d, shif+d

Q) UNDO AND REDO

A) z or ctrl +z,,, shift+z

Q) INCREASE BR USH SIZE OF SOFT

MODIFICA TION T OOL

A) +

Q) ZOOM IN SELECTED OBJECTS

A) F

Q) DISPLA Y ALL OBJECTS IN THE

SCENE WINDO W

A) a

Q)WHA T ARE THESE SHOR TCUTS

USED FOR:

A) 1,2,3,4,5,6,7

subdiv display smoothing level 1 (rough mode) subdiv display smoothing level 2 (smooth mode) subdiv display smoothing level 3 (smoothest mode) wireframe mode shaded mode shaded mode with texture light mode with shade texture

2) q AND t

selection tool, show manipulator tool

3) ALT+b

Change back ground colour

4) CTRL+ SPACEBAR

Expert mode

5) x , c , v

Snap to grid Snap to curve

Snap to point

Q)WHA T IS “MEL ”?

A) MEL is a scripting language at the heart of

Maya. Maya’s user interface is created using MEL, and MEL provides an easy way to extend the functionality of Maya. Everything you can do using Maya’s graphical interface can be automated and extended using MEL. Familiarity with MEL can deepen your understanding of and expertise with Maya.

Q)N AME THE TRANSFORMA TION

NODES IN MA YA?

A) ?????????????????????

Q)WHA TS THE DIFFERENCE

BETWEEN NURBS AND POL YGONS?

WHA T ARE SUBDIV?

A) NURBS (Non-Uniform Rational B-Splines) are one geometry type you can use to create 3D curves and surfaces in Maya. The other geometry types that Maya provides are polygon and subdivision surfaces.

• Non-Uniform refers to the parameterization of the curve. Non-Uniform curves allow, among

other things, the presence of multi-knots, which are needed to represent Bezier curves.

• Rational refers to the underlying mathematical representation. This property allows NURBS to represent exact conics (such as parabolic curves, circles, and ellipses) in addition to free-form curves.

• B-splines are piecewise polynomial curves (splines) that have a parametric representation.

Polygons are a type of geometry you can use to create three-dimensional models in Autodesk Maya. Polygons are straight-sided shapes (3 or more sides), defined by three-dimensional points (vertices) and the straight lines that connect them (edges). The interior region of the polygon is called the face. Vertices, edges, and faces are the basic components of polygons. You select and modify polygons using these basic components.

When you model with polygons you usually use three-sided polygons called triangles or four-sided polygons called quadrilaterals (quads). Maya also supports the creation of polygons with more than four sides (n-gons) but they are not as commonly used for modeling.

Subdivision surfaces are a unique surface type available for modeling in Maya that possess characteristics of both polygon and NURBS surface

types.

Like NURBS surfaces, subdivision surfaces are capable of producing smooth organic forms and can be shaped using relatively few control vertices.

Like polygon surfaces, subdivision surfaces allow you to extrude specific areas and create detail in your surfaces when it is required. This is accomplished by having the ability to work at different component levels of detail on the subdivision surface. You can switch between the different levels of detail as often as necessary. Q)N AME THE TYPES OF CUR VE

TOOLS?

A) Cv curve tools

Ep curve tools

pencil curve tool

Q)WHA T IS DIFFERENCE BETWEEN

TOOLS AND COMMANDS IN M AYA?

A) Tools work continuously: any clicks or drags you make in while the tool is active apply the tool.

For example, the selection arrow is a tool. Any clicks or drags in the view window while the

selection arrow is active performs a selection.

Sets of nodes(instruction or programs)or action is called commands. Actions are immediate, “one shot” operations applied to the selection. Most items in the menus are actions.

Q)WHA TS THE USE OF SOFT

MODIFICA TION T OOL?

A) The Soft Modification tool and deformer lets you modify a surface by smoothly pulling or pushing groups of vertices

Q)WRITE THE PR OCESSES OF

CHANGING THE PIV OT POSITION OF

AN OBECT IN MA YA?

A) Press d & hold & then drag it where u want or press insert and then drag where u want……after completing again press insert

Q)WHA T DO Y OU UNDERS TAND BY

DEGREE OF CUR VE?

A) Degree is a mathematical property of a curve or of a surface that controls how many CVs per span are available for modeling. The degree is always represented mathematically as a positive whole number. Degree can be thought of as the curve or surface’s degree of freedom to bend. A degree 1 curve connects its edit points with straight lines in a polygonal fashion. A degree 2 curve can have one bend between edit points, and so on.

Maya has the ability to create curves with a degree of 1, 2, 3, 5, or 7. The default degree in Maya is 3, which has four CVs for the first curve span. A curve degree of 3 is sufficient for almost any modeling task. You may want to use degree 5 or 7 curves if you are producing 3D surfaces for subsequent export to a CAD application for industrial design purposes.

Surfaces can have different degrees across their width and length. For example, a surface could be degree 3 along its width, and degree 5 along its length.

The degree of your curves can affect data transfer to other software packages. Some other packages

cannot accept curves with degree higher than 3.

Q)WRITE THE PR OCESS T O A TTACH

AND DET ACH A CU RVE?

A) Edit Curves > Attach Curves >

Attach Method

Select what the appearance of the point at which two curves are joined

OrSelect the curves and choose Edit Curves > Attach Curves.

Split a curve or surface (detach) Select the curve point at which you want to split the curve and choose Edit Curves > Detach Curves. When construction history is on, you can select the detach node and use the Show Manipulator tool to edit the detach point

Q)WRITE THE PR OCESS OF

INSER TING A “CV” T O A CUVRE?

A) Select the curve point at which you want to insert the edit point and choose Edit Curves > Insert Knot.

Q)WHA TS THE USE OF RE VOLVE

COMMAND?

A) Sweeps out a surface by revolving a profile curve

around a pivot point

Q)WHA TS THE USE OF L OFT

COMMAND AND WH AT ARE THE

CONDITIONS REQUIRED T O EXECUTE

IT?

A) You can use the Loft action to create a surface between a series of cross-section or “profile”

curves. The profile curves can be normal 3D curves, surface isoparms or edges, trim edges, or curves-on-surface

Select in a series

Q)WHA TS THE USE OF PLANER?

WRITE THE CONDITIONS REQUIRED

TO EXECUTE THIS COMMAND?

A) Planar

Creates a (flat) surface within a boundary curveDegree

Select either Linear (degree 1) or Cubic (degree 3) for the Degree if the output is a NURBS surface. Cubic is the default.

Curve Range Complete creates the planar surface along the entire curve. Partial lets you display manipulators on the planar surface with the Show Manipulator Tool and edit the resulting planar surface

along part of the input curve. Click the input curve or isoparms’s heading in the Channel Box to display the options.

Q)WHA T IS THE USE OF EXTR UDE

COMMAND AND WH AT ARE THE

CONDITIONS REQUIRED T O EXECUTE

IT?

A) The Extrude action creates a surface by sweeping a cross-section (or “profile”) curve along a path curve. The curves can be normal 3D curves, surface isoparms or edges, trim edges, or curves-on-surface.

The path and shape should be aligned properly

Q)WHA T IS THE DIFFERENCE

BETWEEN BIRAIL1, BIRAIL 2 AND

BIRAIL 3+ T OOL?

Birail

A) Creates a surface by sweeping between a series of profile curves along two path curves. The resulting surface can maintain continuity with other surfaces. The Birail Tool has options for sweeping 1, 2, or 3 (or more) cross sectional curves along the two path (rail) curves. The resulting surface is interpolated through the profile curves.

Q)N AME THE TYPES OF LIGHTS USED

IN MA YA?

A) Ambient light

Directional light

Point light

Spot light

Area light

Volume light

Q)WHA TS THE DIFFERENCE BETWEEN

A MA TERIAL AND A SHADER? EXPLAIN

BY AN EXAMPLE?

A) In rendering, a description of what an object looks like when it is rendered.

Also known as shader.

Types of materials include: displacement material, surface material, volumetric material.

• Surface, displacement, volumetric materials

• Surface shading

• Creating shading materials for objects

Material

Though 3D surfaces in Maya respond to light similarly to those in the real world, there are important differences in the way that surfaces and lights interact in computer graphics software. Material nodes are a type of render node that, when applied to an object, let you define how the object’s surface appears when rendered.

Surface shading

In the real world, what an object is made of is one of two main factors that determine the appearance of its surface (the other is light). This is because when light hits the objects, some of the light is absorbed and some of it is reflected. The smoother the object, the shinier it is; the rougher the object, the more matte it is.

In Autodesk®Maya®, the appearance of a surface is defined by how it’s shaded. Surface shading is a combination of the basic material of an object and any textures that are applied to it.

Q)WHA T ARE OUTLINER AND L AYERS

USED FOR?

A) The Outliner is one of two main scene management editors in Maya (the other is the Hypergraph).

The Outliner shows the hierarchy of all objects in the scene in outline form: You can expand and collapse the display of branches in the hierarchy, and lower levels of the hierarchy are indented under higher levels.

Layers are overlapping views of your scene that have objects attached to them. With layers, you can organize related elements of your scene and selectively make them visible or invisible in the 3D view. You can also template or reference all objects associated with a given layer.

For example, you can attach completed objects to a layer and template it. By turning the visibility of this layer on or off, you can see these completed objects in the 3D view only when you need to. Also, since the layer is templated, you will not accidentally select or change any of the completed

objects on that layer. If you want to make changes to any objects on that layer, simply make it visible and untemplate it.

Q)WHA T IS HYPERSHADE?

A) The Hypershade is the central working area of

Maya rendering, where you can build shading

networks by creating, editing, and connecting

rendering nodes, such as textures, materials, lights,

rendering utilities, and special effects.

Q)WHA TS THE USE OF BO UND ARY

AND WHA T ARE THE CO NDITIONS

REQUIRED T O EXECUTE IT?

A) ????????????????????????????????????????