Study FTV 302 Midterm Vocab Flash Cards

 
Pile Management Card
FTV 302 Midterm Vocab

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