Test your basic knowledge |

Creating Computer Animation

Subject : it-skills
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. The rate in frames per second at which the movie is downloaded.






2. A shortened term for metamorphosing. A technique in which one image is gradually turned into another.






3. The part of the animation program window where the animator's content is composed and manipulated.






4. A procedure for transmitting media files so they can start playing as soon as a computer begins receiving them rather than waiting for the complete files to download first.






5. A program file that can cause an application to run on your computer when it is opened.






6. Dragging the playhead across the timeline in order to preview an animation.






7. A standard format for music files sent over the Internet that compresses music.






8. Process of creating a wireframe structure of the 3-D objects and scenes.






9. Requires knowledge of a programming or scripting language. Created by using scripting languages such as Javascript.






10. Dragging the playhead across the timeline in order to preview an animation.






11. The rate in frames per second at which the movie plays.






12. The vertical red marker in the timeline that shows which frame is the current frame when previewing an animation.






13. The part of the animation program window that organizes and controls an animation's content over time using layers and frames.






14. Shows where the key (most important) actions occur.






15. The process of reducing the space required to store data by efficiently encoding the content.






16. The rate in frames per second at which the movie plays.






17. The part of the animation program window that organizes and controls an animation's content over time using layers and frames.






18. A single still image in a video animation.






19. Requires knowledge of a programming or scripting language. Created by using scripting languages such as Javascript.






20. A procedure for transmitting media files so they can start playing as soon as a computer begins receiving them rather than waiting for the complete files to download first.






21. The part of the animation program window where the animator's content is composed and manipulated.






22. Also called vector animation. An bject follows a path which is a line - or vector - inserted by the animator






23. All images - objects and animation are created on the computer. Typically uses 3-D images. It adds two steps to the animation process.






24. Shows where the key (most important) actions occur.






25. Also called mouseovers. When the mouse is moved over an image - it changes to a different image so quickly that it looks as if the change has occurred in a single instant. They are created in scripting languages.






26. A program that can work independently of a browser to play audio or video files.






27. Process of applying colors - textures - shadows - transparency - etc. to create the final image or animation.






28. The vertical red marker in the timeline that shows which frame is the current frame when previewing an animation.






29. The amount of data that can be transmitted over a network in a given amount of time.






30. The process of reducing the space required to store data by efficiently encoding the content.






31. Also called mouseovers. When the mouse is moved over an image - it changes to a different image so quickly that it looks as if the change has occurred in a single instant. They are created in scripting languages.






32. A hardware or software application that adds a specific feature to a browser.






33. Process of manipulating real-world objects and photographing them one frame at a time. Very popular method with the film industry until computer generated imagery became possible. Now used mainly in clay animation.






34. What appears to be continuous motion is actually a series of many different frames Each frame shows the same graphic with a tiny amount of position change to simulate motion.






35. The standard format for sound files on Windows-based computers.






36. An animation process in which frames are created between the keyframes that are needed to create the illusion of movement.






37. A standard format for music files sent over the Internet that compresses music.






38. The standard format for sound files on Windows-based computers.






39. Used to store frequently used graphics - movie clips - and buttons.






40. Process of manipulating real-world objects and photographing them one frame at a time. Very popular method with the film industry until computer generated imagery became possible. Now used mainly in clay animation.






41. A shortened term for metamorphosing. A technique in which one image is gradually turned into another.






42. An animation process in which frames are created between the keyframes that are needed to create the illusion of movement.






43. Capture techniques can be used to animate objects.






44. Process of applying colors - textures - shadows - transparency - etc. to create the final image or animation.






45. Also called vector animation. An bject follows a path which is a line - or vector - inserted by the animator






46. What appears to be continuous motion is actually a series of many different frames Each frame shows the same graphic with a tiny amount of position change to simulate motion.






47. Capture techniques can be used to animate objects.






48. The amount of data that can be transmitted over a network in a given amount of time.






49. Refers to the way our eyes retain images for a split second longer than they actually appear - making a series of quick flashes appear as one continuous picture.






50. A single still image in a video animation.