← Unit 2: Animation & Special Effects
TGJ3M · Unit 2 test review
Animation & Special Effects: Test Review
Everything for the Unit 2 test on one page: the key facts from all 7 lessons, the mistakes that cost the most marks, and a practice test that points you back to the lessons you need.
Key facts
The Principles of Animation
- Timing — the number of frames an action takes — is the biggest single influence on how motion feels.
- Squash and stretch conveys weight and flexibility, and the object's volume must stay constant.
- Anticipation is a small opposite motion before the main action; without it movements read as teleporting.
- Follow-through means parts keep moving after the body stops, and they stop at different times.
- Slow in and slow out (easing) is what separates designed motion from machine motion.
- Arcs: living things move along curves, almost never in straight lines.
- Straight ahead is spontaneous and suits effects; pose to pose is controlled and suits acting.
- Linear interpolation is the software default and is the clearest sign of an unfinished animation.
Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping
- Frame-by-frame draws every image; stop-motion photographs a physical object moved slightly; cut-out reposes jointed flat parts; rotoscoping traces live-action footage.
- Stop-motion needs a locked-off camera, manual exposure, focus and white balance, and controlled light, or the film jumps and flickers.
- Armatures let a puppet hold a pose; tie-downs and rigs hold it in place or in the air.
- On ones = a new image every frame; on twos = each image held for 2 frames (12 images per second at 24 fps).
- Fast action is animated on ones to avoid stutter; slower action is usually on twos to halve the work.
Keyframes, Tweening and Frame Rate
- A keyframe stores a property's value at one point in time; tweening calculates the frames between two of them.
- Interpolation is the rule used for tweening — linear gives constant change, bezier gives easing.
- Fewer keyframes with well-shaped curves beats many keyframes fighting the interpolation.
- Onion skinning ghosts neighbouring frames so you can judge spacing and arcs while working.
- Motion appears continuous above roughly 12 fps.
- 24 fps is the film standard, 30 fps is broadcast and online, 60 fps is games and sports.
- Timecode is HH:MM:SS:FF, and the frames field depends entirely on the project frame rate.
Character Design, Rigging and Lip Sync
- Shape language (round friendly, square stable, triangular dynamic) and a readable silhouette make a character design work.
- A model sheet (turnaround, proportions, expressions, poses, colour model) keeps every drawing 'on model'.
- A rig is a control system: puppet pins bend a mesh; bones form a parent–child hierarchy with joints at the real pivot points.
- Forward kinematics rotates each joint from the parent down; inverse kinematics moves the hand or foot and solves the joints, ideal for planted limbs.
- Lip sync uses about 8–10 mouth shapes: animate sounds not spelling, always close the lips for M, B and P, and lead the sound by 1–2 frames.
- An exposure sheet has one row per frame; a sound heard at seconds falls at frame .
Motion Graphics, Kinetic Type and Titles
- Motion graphics are graphic design with time added: hierarchy, contrast and alignment still apply, plus timing and safe areas.
- A lower third identifies a speaker in the bottom third of the frame: same position every time, a backing for contrast, quick eased moves, 3–5 s on screen.
- For HD, action safe is 93% and title safe is 90% of the frame's width and height; text and logos stay inside title safe.
- with about 15–20 characters per second for adults.
- Kinetic type shows one idea at a time, times each word to its sound, and moves between reading moments rather than during them.
- An animated logo ends on the static logo exactly as the style guide shows it; templates lock design and timing so a series stays consistent.
3D Modelling, Lighting and Rendering Basics
- A mesh is made of vertices (points), edges (lines between them) and faces (flat polygons); quads for modelling, triangles for rendering.
- UV unwrapping cuts a mesh along seams and flattens it so a 2D texture can be wrapped onto it without stretching.
- Texture maps control colour, fine bumps (normal), reflection sharpness (roughness), metalness and transparency.
- Rasterization is fast enough for real-time games; ray and path tracing are physically accurate but slow and noisy at low sample counts.
- where ; a render farm divides it by the number of machines.
- low-sample tests, denoising and re-rendering only changed frames save time and energy.
Chroma Key, Compositing and Special Effects
- Compositing combines images from different sources into a single frame that reads as one photograph.
- The alpha channel stores per-pixel transparency; a matte defines which parts of a layer are kept.
- Chroma key makes a chosen colour transparent so a background shows through.
- Green is used because it is furthest from skin tones and sensors capture the most green detail; blue is used when the subject wears green.
- Even lighting on the backdrop and distance between subject and screen are the two biggest factors in a clean key.
- Spill is green light bouncing onto the subject — fixed on set with distance and backlight, not in software.
- A believable composite matches lighting direction, perspective, colour grade, and grain/blur/focus.
- Heavy compression destroys the fine colour detail a key depends on.
Where marks get lost
- Leaving every keyframe on linear interpolation, which is the software default and reads as machine-made. (The Principles of Animation)
- Changing an object's volume when squashing it. Squash and stretch must preserve volume or the object appears to grow and shrink. (The Principles of Animation)
- Starting a movement with no anticipation, so it looks like the object teleported into motion. (The Principles of Animation)
- Stopping every part of a character on the same frame, which removes all sense of weight. (The Principles of Animation)
- Moving things in straight lines. Living motion follows arcs almost without exception. (The Principles of Animation)
- Adding secondary action so large it competes with the main action for attention. (The Principles of Animation)
- Redrawing frames when the real problem was timing. Adjust the spacing before you redraw anything. (The Principles of Animation)
- Leaving the camera on automatic exposure for stop-motion, which turns every small change in the scene into flicker. (Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping)
- Shooting stop-motion near a window, so changing daylight makes the brightness drift. (Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping)
- Animating a fast action on twos, which makes it stutter; quick moves need ones. (Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping)
- Calculating drawings from seconds × fps and forgetting to divide by the number of frames each drawing is held. (Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping)
- Building a clay puppet with no armature, so it slowly droops between frames and the poses cannot be held. (Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping)
- Adding a keyframe on every frame, which defeats interpolation and produces jitter. (Keyframes, Tweening and Frame Rate)
- Changing the project frame rate partway through, which invalidates every timing already tuned by eye. (Keyframes, Tweening and Frame Rate)
- Reading a timecode without knowing the frame rate. The frames field means nothing on its own. (Keyframes, Tweening and Frame Rate)
- Letting the frames field run past the frame rate, so 00:00:01:35 appears in a 30 fps project. (Keyframes, Tweening and Frame Rate)
- Leaving motion paths straight when the software defaults them that way. (Keyframes, Tweening and Frame Rate)
- Choosing 60 fps for everything, which multiplies file size and render time without suiting the material. (Keyframes, Tweening and Frame Rate)
- Working without onion skinning and then wondering why the spacing is uneven in the wrong places. (Keyframes, Tweening and Frame Rate)
- Animating to the spelling instead of the sounds, such as giving 'phone' a P-H mouth instead of F. (Character Design, Rigging and Lip Sync)
- Skipping the closed-lip shape on M, B and P, which makes words look mumbled. (Character Design, Rigging and Lip Sync)
- Keying mouth shapes exactly on, or after, the sound, so the lip sync looks late. (Character Design, Rigging and Lip Sync)
- Placing a rig's joints away from the real pivot points, so the arm bends in the middle of the forearm. (Character Design, Rigging and Lip Sync)
- Using forward kinematics for planted feet or hands, so they slide around as the body moves. (Character Design, Rigging and Lip Sync)
- Placing text right to the frame edge, outside title safe, where it can be cut off or covered by app interfaces. (Motion Graphics, Kinetic Type and Titles)
- Animating text so it is still moving while the viewer is trying to read it. (Motion Graphics, Kinetic Type and Titles)
- Taking a lower third off screen before it can be read; it should stay long enough to read twice. (Motion Graphics, Kinetic Type and Titles)
- Ending a logo animation on a frame that does not match the official static logo. (Motion Graphics, Kinetic Type and Titles)
- Rebuilding graphics from scratch for each episode, so positions, fonts and timings drift instead of staying consistent. (Motion Graphics, Kinetic Type and Titles)
- Starting the final full-quality render without low-resolution test frames, then finding a mistake hours later. (3D Modelling, Lighting and Rendering Basics)
- Forgetting to multiply seconds by the frame rate, and calculating render time per second instead of per frame. (3D Modelling, Lighting and Rendering Basics)
- Leaving UV seams across the most visible part of a model, or never checking for stretching with a test pattern. (3D Modelling, Lighting and Rendering Basics)
- Adding polygons to create fine surface detail that a normal or bump map could fake far more cheaply. (3D Modelling, Lighting and Rendering Basics)
- Mixing watts and kilowatts in energy calculations; divide watts by 1000 before multiplying by hours. (3D Modelling, Lighting and Rendering Basics)
- Standing the subject close to the green screen, which causes both spill and shadows on the backdrop. (Chroma Key, Compositing and Special Effects)
- Lighting the subject and the screen with the same lights, which makes even backdrop lighting impossible. (Chroma Key, Compositing and Special Effects)
- Expecting software to rescue a badly lit key. Every on-set hour saves several in post. (Chroma Key, Compositing and Special Effects)
- Keying green when the subject is wearing green. Key the colour the subject is not. (Chroma Key, Compositing and Special Effects)
- Shooting heavily compressed footage, which throws away the colour detail the key needs. (Chroma Key, Compositing and Special Effects)
- Matching only the background removal and not the lighting, perspective, grade and grain. (Chroma Key, Compositing and Special Effects)
- Forgetting the contact shadow, so a composited subject appears to float. (Chroma Key, Compositing and Special Effects)
- Deciding a shot is an effects shot during the edit, when the camera and lighting decisions can no longer be changed. (Chroma Key, Compositing and Special Effects)
Practice test
21 questions from across the unit. Each one shows the lesson it comes from.
- The Principles of Animation1A character's arm snaps straight to a door handle with no build-up. Which principle is missing?
- The Principles of Animation2Which approach suits animating fire or smoke best?
- The Principles of Animation3What is the fastest single change that usually improves a first-draft animation?
- Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping4A 12-second hand-drawn scene at 24 fps is animated entirely on twos. How many drawings are needed?drawings
- Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping5Which action should be animated on ones rather than twos?
- Animation Methods: Frame-by-Frame, Stop-Motion, Cut-Out and Rotoscoping6Why must the camera be locked off for stop-motion?
- Keyframes, Tweening and Frame Rate7How many frames are in an clip at 30 fps?frames
- Keyframes, Tweening and Frame Rate8In a 30 fps project, what does the timecode 00:01:20:15 represent?
- Keyframes, Tweening and Frame Rate9Order these steps for animating a move with keyframes.
- 1Check the spacing with onion skinning and adjust
- 2Shape the interpolation curves so the motion eases
- 3Add any intermediate key the action must hit exactly
- 4Set the project frame rate during planning
- 5Place a keyframe at the start pose and one at the end pose
- Character Design, Rigging and Lip Sync10At 24 fps, a sound begins 3.5 seconds into a scene. At which frame does it fall on the exposure sheet?frame
- Character Design, Rigging and Lip Sync11What is the name for a reference drawing showing a character from the front, three-quarter, side and back views?
- Character Design, Rigging and Lip Sync12Match each sound to its mouth shape.F, VOO, WE (as in 'see')A (as in 'father')
- Motion Graphics, Kinetic Type and Titles13A 1920 × 1080 frame uses a 90% title-safe area. How many pixels is the margin on the left side?px
- Motion Graphics, Kinetic Type and Titles14What is the name of the graphic that identifies a speaker's name and role near the bottom of the frame?
- Motion Graphics, Kinetic Type and Titles15A school news show wants every episode's lower thirds to look identical even though different students make them. What is the best solution?
- 3D Modelling, Lighting and Rendering Basics16A 10-second animation at 24 fps takes 3 minutes per frame to render on one computer. How many hours will the whole render take?h
- 3D Modelling, Lighting and Rendering Basics17A brick wall needs visible mortar grooves, but the model must stay low-poly for a game. What is the best approach?
- 3D Modelling, Lighting and Rendering Basics18Which change does the most to cut the time and energy used for a 3D animation project?
- Chroma Key, Compositing and Special Effects19Why is green the most common chroma key colour?
- Chroma Key, Compositing and Special Effects20Which of these should be fixed on set rather than in software?
- Chroma Key, Compositing and Special Effects21Why do large film productions often combine practical and digital effects?
Endless drill
Fresh numbers every time, for the calculation questions in this unit.
Endless drillnew numbers every time
Generating a problem…