3D Animation & Rigging – Core Vocabulary

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A comprehensive set of vocabulary flashcards summarizing essential terms and definitions from Modules 1-10 on 3-D modeling, animation, rigging, and Maya workflow.

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49 Terms

1
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Modeling

The phase of the 3-D pipeline that creates the geometric form of objects and characters.

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Layout

Stage in which modeled assets are positioned and composed within a scene before animation begins.

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Animation

Process of giving motion to 3-D objects or characters by changing their attributes over time.

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Rendering

Final stage that converts 3-D scenes into 2-D images or video frames with lighting, shading, and effects.

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Rigging

Building an internal skeleton, controls, and relationships that allow a static mesh to deform and move.

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Skinning

Attaching a 3-D model’s surface (skin) to its rig so the mesh follows the underlying joints.

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Joint

A pivot point in a skeleton that drives part of the mesh; organized in parent-child chains.

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jointOrient

Joint attribute that aligns a joint to a specific local axis direction.

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Forward Kinematics (FK)

Rotational movement propagated from root to tip of a joint chain.

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Inverse Kinematics (IK)

Solving method that moves the end effector and calculates joint rotations back up the chain.

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Keyframe

A marker that stores an object’s attribute values at a specific frame.

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Keys

Short form for keyframes; used to create change over time in animation.

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Timeline

Horizontal bar under the viewport showing the full frame range of the scene.

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Time Slider

Dark gray bar on the timeline that indicates and scrubs the current frame.

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Playback Controls

Buttons beside the timeline that play, pause, or step through animation frames.

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Graph Editor

Curve editor that displays and edits animated attribute curves for precise control.

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Motion Path

A curve to which an object is attached so it follows the curve during animation.

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Path Animation

Technique of animating an object along a predefined motion path curve.

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Set Motion Path Key

Command that inserts a key on an object already attached to a motion path.

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CV Curve Tool

Maya tool for drawing NURBS curves by placing control vertices.

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Shell (Mesh)

Disconnected set of polygons that form part of a polygon mesh.

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Border Edge

Outside edge of a mesh or shell where polygons end.

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Blend Shape Deformer

Deformer that morphs a base object into one or more target shapes.

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Shape Editor

Maya window used to create and manage blend shapes.

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Deformer

Tool that modifies geometry in ways beyond basic transforms (e.g., squash, bend).

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Squash Deformer

Specific deformer that compresses and stretches an object to create squash-and-stretch effects.

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Constraint

Relationship that controls one object’s attributes based on another without changing hierarchy.

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Parenting

Placing one node under another in the hierarchy so the child inherits transforms.

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Point Constraint

Constraint that links only translation channels of a driven object to a driver.

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pairBlend Node

Node created when keyframes and constraints both try to drive the same attribute, allowing blending.

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Driven Key

Key that links two attributes so that changing the driver automatically alters the driven.

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Driver Attribute

Attribute whose value controls another attribute through driven keys.

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Classic Linear (LBS)

Default smooth-bind skinning algorithm, also called Linear Blend Skinning.

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Smooth Bind

Skinning method that assigns weighted influence of joints to mesh vertices.

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Max Influences

Smooth-bind option that sets how many joints can influence a single vertex.

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Paint Skin Weights Tool

Interactive tool for editing vertex weight values with brush-based painting.

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Interactive Normalization

Weight-normalizing mode that forces each vertex’s total weights to equal 1.0 immediately.

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IK Handle

Object that marks the end effector for an IK solver, used to manipulate the chain.

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Driver/Driven Relationship

Dependency where one attribute (driver) automatically updates another (driven).

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Contact Position

Walk-cycle pose where both feet touch the ground sharing body weight.

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Passing Pose

Walk-cycle pose where one foot passes the planted foot; second key pose after contact.

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Breakdown Pose

In-between pose that adds nuance and timing between two key poses.

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Cycle

Looping sequence of animation, often used for repetitive actions like walks or idles.

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Real-Time Frame Rate

Standard playback speed; typically 24 fps for film or 30 fps for games.

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Non-Uniform Curve

Curve with variable parameterization allowing multi-knots; required for Bézier representation.

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Bézier Curve

Mathematically defined curve controlled by anchor and handle points, representable with multi-knots.

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Motion Capture

Technique of recording real-world movement and applying it to 3-D characters.

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Channel Isolation

Process of muting or hiding unwanted animation channels to focus on specific motion.

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Outliner

Hierarchy window in Maya that displays all scene nodes for parenting and organization.