FTV 302 Midterm Vocab Flash Cards

 
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Local Rotational Axis Individual axis of the joints. 0 aaadd Wed, 13 Oct 2010 04:54:07 GMT view revision history
Binding Distributes verticies in a model to joints so the geometry can deform. 0 aaadd Wed, 13 Oct 2010 04:53:44 GMT view revision history
IK Handles: IK Spline Used as a curved handle to keep a curved shape. 0 aaadd Wed, 13 Oct 2010 04:53:44 GMT view revision history
IK Handles: IKSC Single Chain: used in feet as a single IK chain. 0 aaadd Wed, 13 Oct 2010 04:53:44 GMT view revision history
IK Handles: IKRP Rotate Plane: used for shoulder-to-wrist and hip-to-ankle; used where there are ball and socket joints. 0 aaadd Wed, 13 Oct 2010 04:53:44 GMT view revision history
IK Inverse Kinematics; makes an IK handle that finds the joints in an inverse fashion up the character. 0 aaadd Wed, 13 Oct 2010 04:50:59 GMT view revision history
FK Forward Kinematics; motion starts at the top of the hierarchy and rotates the joints in a forward fashion. 0 aaadd Wed, 13 Oct 2010 04:50:59 GMT view revision history
Custom Controls Used to make animating easier and special controls for the model. 0 aaadd Wed, 13 Oct 2010 04:50:59 GMT view revision history
Set Preferred Angle Tells Maya which way to rotate a joint (typically an elbow). 0 aaadd Wed, 13 Oct 2010 04:50:59 GMT view revision history
Pole Vector Constraint Controls the pole vector values of an IK RP Solver; used for knee and elbow joints. 0 aaadd Wed, 13 Oct 2010 01:43:03 GMT view revision history
Aim Constraint Controls rotational values and points them toward another object using an aim vector; used for eye look-at objects. 0 aaadd Wed, 13 Oct 2010 01:43:03 GMT view revision history
Parent Constraint Controls translation and rotation values based on a world axis. 0 aaadd Wed, 13 Oct 2010 01:43:03 GMT view revision history
Orient Constraint Controls rotation values of an object. 0 aaadd Wed, 13 Oct 2010 01:43:03 GMT view revision history
Point Constraint Controls translation values of an object. 0 aaadd Wed, 13 Oct 2010 01:36:43 GMT view revision history
Constraints Hierarchy between a leader and follower (AKA driver and driven), where one object's attitude leads while another object's attitude follows; can be turned on and off and keyframed. 0 aaadd Wed, 13 Oct 2010 01:36:43 GMT view revision history
Parenting Hierarchy between a child and a parent object; whatever is done to the parent, the child follows. 0 aaadd Wed, 13 Oct 2010 01:36:43 GMT view revision history
Cluster Deformer Curves an IK handle and attaches to CVs. 0 aaadd Wed, 13 Oct 2010 01:36:43 GMT view revision history
Deformer A tool that changes the shape of an object. 0 aaadd Wed, 13 Oct 2010 01:32:35 GMT view revision history
Deformation When a model bends or twists. 0 aaadd Wed, 13 Oct 2010 01:32:35 GMT view revision history
Normals Imagery lines which appear perpendicular to the front of a face; shows the outside of the model. 0 aaadd Wed, 13 Oct 2010 01:32:35 GMT view revision history
Why model with quads? In order to make tesselation simpler. 0 aaadd Wed, 13 Oct 2010 01:32:35 GMT view revision history
Duplicate Copies that don't affect one another and take up a large amount of memory. 0 aaadd Wed, 13 Oct 2010 01:30:22 GMT view revision history
Instance Copies that are affected if the original is changed and takes up a small amount of memory. 0 aaadd Wed, 13 Oct 2010 01:30:22 GMT view revision history
Tesselation Converts polygons into triangles when rendering. 0 aaadd Wed, 13 Oct 2010 01:30:22 GMT view revision history
Topology How the edges flow around a model; affects how mesh will deform. 0 aaadd Wed, 13 Oct 2010 01:30:22 GMT view revision history

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