You are on page 1of 18

Quest ion bank with

ans wer s

Pr epar ed by : rahul singh bam


4543\07
Section b

Note: some of the answers may vary from


the question in part for more detailed……

Ans wer s f or quest ion :

REPEAT LAST COMMAND, REPEAT LAST TOOL,

DUPLICATE, DUPLICATE WITH TRANSFORM, NAME

THE TRANSFORMATION NODES IN MAYA?, WHATS

THE USE OF BOUNDARY AND WHAT ARE THE


CONDITIONS REQUIRED TO EXECUTE IT?

Are not found because of the accurate answers….! ,

so please found it>……..!

BIRL A INSTI TU TE OF T EC HNOL OGY


EXT ENSION C ENTR E, NOIDA
QUES TION BAN K- (SP /09)
BAM -404
Q) WRITE THE SHOR TCUTS FOR THE

FOLL OWING COMMANDS:

Q) MO VE T OOL, R OTATE T OOL, SCALE

TOOL

A) w, e, r

Q) OBJECT MODE, VER TEX

SELECTION MODE
A) f8, f9

Q) REPEA T LAST COMMAND , REPE AT

LAST T OOL

A) ??????????????, g

Q) GR OUP

A) ctrl +g

Q) OPEN A TTRIB UTE EDIT OR

A) ctrl+a

Q) DUPLICA TE, DUPLICA TE WITH

TRANSFORM

A) ctrl+d, shif+d

Q) UNDO AND REDO


A) z or ctrl +z,,, shift+z

Q) INCREASE BR USH SIZE OF SOFT

MODIFICA TION T OOL

A) +

Q) ZOOM IN SELECTED OBJECTS

A) F

Q) DISPLA Y ALL OBJECTS IN THE

SCENE WINDO W

A) a

Q)WHA T ARE THESE SHOR TCUTS

USED FOR:
A) 1,2,3,4,5,6,7

subdiv display smoothing level 1 (rough mode)


subdiv display smoothing level 2 (smooth mode)
subdiv display smoothing level 3 (smoothest mode)
wireframe mode
shaded mode
shaded mode with texture
light mode with shade texture

2) q AND t

selection tool, show manipulator tool

3) ALT+b

Change back ground colour

4) CTRL+ SPACEBAR

Expert mode

5) x , c , v

Snap to grid
Snap to curve
Snap to point

Q)WHA T IS “MEL ”?

A) MEL is a scripting language at the heart of


Maya. Maya’s user interface is created using MEL,
and MEL provides an easy way to extend the
functionality of Maya. Everything you can do using
Maya’s graphical interface can be automated and
extended using MEL. Familiarity with MEL can
deepen your understanding of and expertise with
Maya.

Q)N AME THE TRANSFORMA TION

NODES IN MA YA?

A) ?????????????????????

Q)WHA TS THE DIFFERENCE

BETWEEN NURBS AND POL YGONS?

WHA T ARE SUBDIV?

A) NURBS (Non-Uniform Rational B-Splines) are


one geometry type you can use to create 3D curves
and surfaces in Maya. The other geometry types
that Maya provides are polygon and subdivision
surfaces.
• Non-Uniform refers to the parameterization of
the curve. Non-Uniform curves allow, among
other things, the presence of multi-knots, which
are needed to represent Bezier curves.
• Rational refers to the underlying mathematical
representation. This property allows NURBS to
represent exact conics (such as parabolic
curves, circles, and ellipses) in addition to free-
form curves.
• B-splines are piecewise polynomial curves
(splines) that have a parametric representation.
Polygons are a type of geometry you can use to
create three-dimensional models in Autodesk Maya.
Polygons are straight-sided shapes (3 or more
sides), defined by three-dimensional points
(vertices) and the straight lines that connect them
(edges). The interior region of the polygon is called
the face. Vertices, edges, and faces are the basic
components of polygons. You select and modify
polygons using these basic components.
When you model with polygons you usually use
three-sided polygons called triangles or four-sided
polygons called quadrilaterals (quads). Maya also
supports the creation of polygons with more than
four sides (n-gons) but they are not as commonly
used for modeling.

Subdivision surfaces are a unique surface type


available for modeling in Maya that possess
characteristics of both polygon and NURBS surface
types.
Like NURBS surfaces, subdivision surfaces are
capable of producing smooth organic forms and can
be shaped using relatively few control vertices.
Like polygon surfaces, subdivision surfaces allow
you to extrude specific areas and create detail in
your surfaces when it is required. This is
accomplished by having the ability to work at
different component levels of detail on the
subdivision surface. You can switch between the
different levels of detail as often as necessary.
Q)N AME THE TYPES OF CUR VE

TOOLS?

A) Cv curve tools

Ep curve tools
pencil curve tool

Q)WHA T IS DIFFERENCE BETWEEN

TOOLS AND COMMANDS IN M AYA?

A)Tools work continuously: any clicks or drags you


make in while the tool is active apply the tool.
For example, the selection arrow is a tool. Any
clicks or drags in the view window while the
selection arrow is active performs a selection.
Sets of nodes(instruction or programs)or action is
called commands. Actions are immediate, “one
shot” operations applied to the selection. Most
items in the menus are actions.

Q)WHA TS THE USE OF SOFT

MODIFICA TION T OOL?

A) The Soft Modification tool and deformer lets you


modify a surface by smoothly pulling or pushing
groups of vertices

Q)WRITE THE PR OCESSES OF

CHANGING THE PIV OT POSITION OF

AN OBECT IN MA YA?

A) Press d & hold & then drag it where u want or


press insert and then drag where u want……after
completing again press insert
Q)WHA T DO Y OU UNDERS TAND BY

DEGREE OF CUR VE?

A) Degree is a mathematical property of a


curve or of a surface that controls how many CVs
per span are available for modeling. The degree is
always represented mathematically as a positive
whole number. Degree can be thought of as the
curve or surface’s degree of freedom to bend. A
degree 1 curve connects its edit points with straight
lines in a polygonal fashion. A degree 2 curve can
have one bend between edit points, and so on.
Maya has the ability to create curves with a degree
of 1, 2, 3, 5, or 7. The default degree in Maya is 3,
which has four CVs for the first curve span. A curve
degree of 3 is sufficient for almost any modeling
task. You may want to use degree 5 or 7 curves if
you are producing 3D surfaces for subsequent
export to a CAD application for industrial design
purposes.

Surfaces can have different degrees across their


width and length. For example, a surface could be
degree 3 along its width, and degree 5 along its
length.
The degree of your curves can affect data transfer
to other software packages. Some other packages
cannot accept curves with degree higher than 3.

Q)WRITE THE PR OCESS T O A TT ACH

AND DET ACH A CU RVE?

A) Edit Curves > Attach Curves >

Attach Method
Select what the appearance of the point at which
two curves are joined
Or
Select the curves and choose Edit Curves > Attach
Curves.

Split a curve or surface (detach)

Select the curve point at which you want to split


the curve and choose Edit Curves > Detach Curves.
When construction history is on, you can select the
detach node and use the Show Manipulator tool to
edit the detach point
Q)WRITE THE PR OCESS OF

INSER TING A “CV” T O A CUVRE?

A) Select the curve point at which you want to


insert the edit point and choose Edit Curves >
Insert Knot.

Q)WHA TS THE USE OF RE VOL VE

COMMAND?

A) Sweeps out a surface by revolving a profile curve

around a pivot point

Q)WHA TS THE USE OF L OFT

COMMAND AND WH AT ARE THE

CONDITIONS REQUIRED T O EXECUTE

IT?

A) You can use the Loft action to create a surface


between a series of cross-section or “profile”
curves. The profile curves can be normal 3D
curves, surface isoparms or edges, trim edges, or
curves-on-surface

Select in a series

Q)WHA TS THE USE OF PLANER?

WRITE THE CONDITIONS REQUIRED

TO EXECUTE THIS COMMAND?

A) Planar

Creates a (flat) surface within a boundary curve


Degree
Select either Linear (degree 1) or Cubic
(degree 3) for the Degree if the output is a
NURBS surface. Cubic is the default.
Curve Range
Complete creates the planar surface along
the entire curve.
Partial lets you display manipulators on the
planar surface with the Show Manipulator
Tool and edit the resulting planar surface
along part of the input curve. Click the input
curve or isoparms’s heading in the Channel
Box to display the options.

Q)WHA T IS THE USE OF EXTR UDE

COMMAND AND WH AT ARE THE

CONDITIONS REQUIRED T O EXECUTE

IT?

A) The Extrude action creates a surface by


sweeping a cross-section (or “profile”) curve along
a path curve. The curves can be normal 3D curves,
surface isoparms or edges, trim edges, or curves-
on-surface.
The path and shape should be aligned properly

Q)WHA T IS THE DIFFERENCE

BETWEEN BIRAIL1, BIRAIL 2 AND

BIRAIL 3 + T OOL?

Birail
A) Creates a surface by sweeping between a
series of profile curves along two path curves. The
resulting surface can maintain continuity with other
surfaces. The Birail Tool has options for sweeping 1,
2, or 3 (or more) cross sectional curves along the
two path (rail) curves. The resulting surface is
interpolated through the profile curves.

Q)N AME THE TYPES OF LIGHTS USED

IN MA YA?

A) Ambient light
Directional light
Point light
Spot light
Area light
Volume light

Q)WHA TS THE DIFFERENCE BETWEEN

A MA TERIAL AND A SHADER? EXPLAIN

BY AN EXAMPLE?
A) In rendering, a description of what an object
looks like when it is rendered.
Also known as shader.
Types of materials include: displacement material,
surface material, volumetric material.
• Surface, displacement, volumetric materials
• Surface shading
• Creating shading materials for objects

Material
Though 3D surfaces in Maya respond to light
similarly to those in the real world, there are
important differences in the way that surfaces and
lights interact in computer graphics software.
Material nodes are a type of render node that,
when applied to an object, let you define how the
object’s surface appears when rendered.

Surface shading

In the real world, what an object is made of is one


of two main factors that determine the appearance
of its surface (the other is light). This is because
when light hits the objects, some of the light is
absorbed and some of it is reflected. The smoother
the object, the shinier it is; the rougher the object,
the more matte it is.
In Autodesk®Maya®, the appearance of a surface is
defined by how it’s shaded. Surface shading is a
combination of the basic material of an object and
any textures that are applied to it.

Q)WHA T ARE OUTLINER AND L AYERS

USED FOR?

A) The Outliner is one of two main scene


management editors in Maya (the other is the
Hypergraph).
The Outliner shows the hierarchy of all objects in
the scene in outline form: You can expand and
collapse the display of branches in the hierarchy,
and lower levels of the hierarchy are indented
under higher levels.
Layers are overlapping views of your scene that
have objects attached to them. With layers, you
can organize related elements of your scene and
selectively make them visible or invisible in the 3D
view. You can also template or reference all objects
associated with a given layer.
For example, you can attach completed objects to a
layer and template it. By turning the visibility of
this layer on or off, you can see these completed
objects in the 3D view only when you need to. Also,
since the layer is templated, you will not
accidentally select or change any of the completed
objects on that layer. If you want to make changes
to any objects on that layer, simply make it visible
and untemplate it.

Q)WHA T IS HYPERSHADE?

A) The Hypershade is the central working area of

Maya rendering, where you can build shading

networks by creating, editing, and connecting

rendering nodes, such as textures, materials, lights,

rendering utilities, and special effects.

Q)WHA TS THE USE OF BO UND AR Y

AND WHA T ARE THE CO NDITIONS

REQUIRED T O EXECUTE IT?

A) ????????????????????????????????????????

You might also like