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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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Modeling
The phase of the 3-D pipeline that creates the geometric form of objects and characters.
Layout
Stage in which modeled assets are positioned and composed within a scene before animation begins.
Animation
Process of giving motion to 3-D objects or characters by changing their attributes over time.
Rendering
Final stage that converts 3-D scenes into 2-D images or video frames with lighting, shading, and effects.
Rigging
Building an internal skeleton, controls, and relationships that allow a static mesh to deform and move.
Skinning
Attaching a 3-D model’s surface (skin) to its rig so the mesh follows the underlying joints.
Joint
A pivot point in a skeleton that drives part of the mesh; organized in parent-child chains.
jointOrient
Joint attribute that aligns a joint to a specific local axis direction.
Forward Kinematics (FK)
Rotational movement propagated from root to tip of a joint chain.
Inverse Kinematics (IK)
Solving method that moves the end effector and calculates joint rotations back up the chain.
Keyframe
A marker that stores an object’s attribute values at a specific frame.
Keys
Short form for keyframes; used to create change over time in animation.
Timeline
Horizontal bar under the viewport showing the full frame range of the scene.
Time Slider
Dark gray bar on the timeline that indicates and scrubs the current frame.
Playback Controls
Buttons beside the timeline that play, pause, or step through animation frames.
Graph Editor
Curve editor that displays and edits animated attribute curves for precise control.
Motion Path
A curve to which an object is attached so it follows the curve during animation.
Path Animation
Technique of animating an object along a predefined motion path curve.
Set Motion Path Key
Command that inserts a key on an object already attached to a motion path.
CV Curve Tool
Maya tool for drawing NURBS curves by placing control vertices.
Shell (Mesh)
Disconnected set of polygons that form part of a polygon mesh.
Border Edge
Outside edge of a mesh or shell where polygons end.
Blend Shape Deformer
Deformer that morphs a base object into one or more target shapes.
Shape Editor
Maya window used to create and manage blend shapes.
Deformer
Tool that modifies geometry in ways beyond basic transforms (e.g., squash, bend).
Squash Deformer
Specific deformer that compresses and stretches an object to create squash-and-stretch effects.
Constraint
Relationship that controls one object’s attributes based on another without changing hierarchy.
Parenting
Placing one node under another in the hierarchy so the child inherits transforms.
Point Constraint
Constraint that links only translation channels of a driven object to a driver.
pairBlend Node
Node created when keyframes and constraints both try to drive the same attribute, allowing blending.
Driven Key
Key that links two attributes so that changing the driver automatically alters the driven.
Driver Attribute
Attribute whose value controls another attribute through driven keys.
Classic Linear (LBS)
Default smooth-bind skinning algorithm, also called Linear Blend Skinning.
Smooth Bind
Skinning method that assigns weighted influence of joints to mesh vertices.
Max Influences
Smooth-bind option that sets how many joints can influence a single vertex.
Paint Skin Weights Tool
Interactive tool for editing vertex weight values with brush-based painting.
Interactive Normalization
Weight-normalizing mode that forces each vertex’s total weights to equal 1.0 immediately.
IK Handle
Object that marks the end effector for an IK solver, used to manipulate the chain.
Driver/Driven Relationship
Dependency where one attribute (driver) automatically updates another (driven).
Contact Position
Walk-cycle pose where both feet touch the ground sharing body weight.
Passing Pose
Walk-cycle pose where one foot passes the planted foot; second key pose after contact.
Breakdown Pose
In-between pose that adds nuance and timing between two key poses.
Cycle
Looping sequence of animation, often used for repetitive actions like walks or idles.
Real-Time Frame Rate
Standard playback speed; typically 24 fps for film or 30 fps for games.
Non-Uniform Curve
Curve with variable parameterization allowing multi-knots; required for Bézier representation.
Bézier Curve
Mathematically defined curve controlled by anchor and handle points, representable with multi-knots.
Motion Capture
Technique of recording real-world movement and applying it to 3-D characters.
Channel Isolation
Process of muting or hiding unwanted animation channels to focus on specific motion.
Outliner
Hierarchy window in Maya that displays all scene nodes for parenting and organization.