SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
Test your basic knowledge |
Creating Computer Animation
Start Test
Study First
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. Capture techniques can be used to animate objects.
Scrubbing
Motion
Path Animation
Streaming Rate
2. The computer is used to make the animation process quicker and easier. It usually involves 2-D images that can be hand-drawn and scanned into the computer or drawn directly into the computer using graphics tablets. The images are positioned into keyf
Frame-by-Frame Animation
Computer Assisted Animation
Executable File
Programming or Scripting-Based Animation
3. The standard format for sound files on Windows-based computers.
Stage
WAV
Bandwidth
Rendering
4. Shows where the key (most important) actions occur.
Motion
Morphing Animation
Keyframe
Computer Generated Animation
5. The process of reducing the space required to store data by efficiently encoding the content.
Compression
Rendering
Tween(ing)
Plug-in
6. A standard format for music files sent over the Internet that compresses music.
MP3
Library
Computer Generated Animation
Keyframe
7. The rate in frames per second at which the movie plays.
Playback rate
Standalone Player
Compression
Timeline
8. A hardware or software application that adds a specific feature to a browser.
Rendering
Computer Generated Animation
Plug-in
Computer Assisted Animation
9. An animation process in which frames are created between the keyframes that are needed to create the illusion of movement.
Library
Streaming Rate
Tween(ing)
Bandwidth
10. An animation process in which frames are created between the keyframes that are needed to create the illusion of movement.
Keyframe
Tween(ing)
Timeline
Bandwidth
11. 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.
Computer Assisted Animation
Persistence of Vision
Plug-in
Streaming Rate
12. 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.
Morphing Animation
Persistence of Vision
Streaming
Stage
13. The rate in frames per second at which the movie is downloaded.
Stage
Streaming Rate
Timeline
Morphing Animation
14. The process of reducing the space required to store data by efficiently encoding the content.
Motion
Compression
Stage
Streaming Rate
15. Dragging the playhead across the timeline in order to preview an animation.
Persistence of Vision
Playback rate
Scrubbing
Frame-by-Frame Animation
16. Also called vector animation. An bject follows a path which is a line - or vector - inserted by the animator
Computer Generated Animation
Path Animation
Streaming Rate
Programming or Scripting-Based Animation
17. Requires knowledge of a programming or scripting language. Created by using scripting languages such as Javascript.
Streaming
Library
Path Animation
Programming or Scripting-Based Animation
18. The standard format for sound files on Windows-based computers.
Computer Assisted Animation
Tween(ing)
Standalone Player
WAV
19. The computer is used to make the animation process quicker and easier. It usually involves 2-D images that can be hand-drawn and scanned into the computer or drawn directly into the computer using graphics tablets. The images are positioned into keyf
Tween(ing)
Bandwidth
Computer Assisted Animation
Streaming
20. Process of creating a wireframe structure of the 3-D objects and scenes.
Streaming
Path Animation
Modeling
Keyframe
21. The vertical red marker in the timeline that shows which frame is the current frame when previewing an animation.
Streaming Rate
Morphing Animation
Stop Motion Animation
Playhead
22. The amount of data that can be transmitted over a network in a given amount of time.
Library
Modeling
Bandwidth
Frame-by-Frame Animation
23. The part of the animation program window that organizes and controls an animation's content over time using layers and frames.
Playhead
Standalone Player
Timeline
Persistence of Vision
24. All images - objects and animation are created on the computer. Typically uses 3-D images. It adds two steps to the animation process.
Rollovers
Keyframe
Computer Generated Animation
Library
25. A single still image in a video animation.
Frame
Library
Computer Assisted Animation
Programming or Scripting-Based Animation
26. A shortened term for metamorphosing. A technique in which one image is gradually turned into another.
Stage
Programming or Scripting-Based Animation
Morphing Animation
Streaming
27. The rate in frames per second at which the movie plays.
Playback rate
Computer Assisted Animation
Motion
Rendering
28. Process of creating a wireframe structure of the 3-D objects and scenes.
Timeline
Plug-in
Modeling
Keyframe
29. Used to store frequently used graphics - movie clips - and buttons.
Library
Rollovers
Programming or Scripting-Based Animation
Morphing Animation
30. 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.
Streaming
Persistence of Vision
Computer Assisted Animation
Rollovers
31. Process of applying colors - textures - shadows - transparency - etc. to create the final image or animation.
Rendering
Frame-by-Frame Animation
Tween(ing)
Stage
32. 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.
Standalone Player
WAV
Stop Motion Animation
Playback rate
33. Process of applying colors - textures - shadows - transparency - etc. to create the final image or animation.
Rendering
Streaming Rate
Computer Generated Animation
Frame
34. Capture techniques can be used to animate objects.
Motion
Timeline
Standalone Player
Plug-in
35. A standard format for music files sent over the Internet that compresses music.
MP3
Playhead
Computer Assisted Animation
Programming or Scripting-Based Animation
36. A shortened term for metamorphosing. A technique in which one image is gradually turned into another.
Compression
Executable File
Morphing Animation
Playhead
37. 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.
Modeling
Persistence of Vision
Standalone Player
Frame-by-Frame Animation
38. The rate in frames per second at which the movie is downloaded.
Programming or Scripting-Based Animation
Stop Motion Animation
Modeling
Streaming Rate
39. A hardware or software application that adds a specific feature to a browser.
Bandwidth
Compression
Plug-in
Timeline
40. 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.
Streaming
Tween(ing)
Persistence of Vision
Rendering
41. The vertical red marker in the timeline that shows which frame is the current frame when previewing an animation.
Path Animation
Playhead
Stop Motion Animation
WAV
42. 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.
Frame-by-Frame Animation
Computer Generated Animation
Plug-in
Rollovers
43. The part of the animation program window where the animator's content is composed and manipulated.
Stage
Standalone Player
Bandwidth
Streaming
44. A program that can work independently of a browser to play audio or video files.
Persistence of Vision
Standalone Player
Stage
Modeling
45. 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.
Stage
Tween(ing)
Frame-by-Frame Animation
Standalone Player
46. All images - objects and animation are created on the computer. Typically uses 3-D images. It adds two steps to the animation process.
Streaming
Playhead
Computer Generated Animation
Bandwidth
47. Shows where the key (most important) actions occur.
Keyframe
Computer Generated Animation
Path Animation
Frame-by-Frame Animation
48. A single still image in a video animation.
Streaming
Frame
Playhead
Motion
49. Dragging the playhead across the timeline in order to preview an animation.
Scrubbing
Timeline
Keyframe
Streaming
50. A program file that can cause an application to run on your computer when it is opened.
Executable File
Motion
Path Animation
Keyframe