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ACU Maya practice questions

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Question 1Maya Fundamentals and Interface

In Autodesk Maya, which keyboard shortcut is the default for maximizing the active viewport so it fills the entire workspace?

  1. Ctrl+Spacebar
  2. Shift+Spacebar
  3. Alt+Spacebar
  4. Spacebar Correct answer.

Explanation

Tapping the spacebar with the mouse over a viewport maximizes that panel to fill the workspace, and tapping it again restores the previous layout. Holding the spacebar instead opens the Hotbox, so a quick tap is what toggles the maximize state.

Question 2Maya Fundamentals and Interface

Which mouse button, when dragged, tumbles (orbits) the camera around the current pivot in a Maya viewport?

  1. Middle mouse button
  2. Alt plus middle mouse button
  3. Alt plus left mouse button Correct answer.
  4. Left mouse button

Explanation

Holding Alt while dragging the left mouse button orbits the view around the camera's pivot point. The middle button alone is used for panning, while Alt with the middle button zooms by dollying.

Question 3Maya Fundamentals and Interface

A user wants to switch the viewport to a four-pane layout showing top, perspective, front, and side views. Which area of the interface provides this layout choice?

  1. The viewport Panel menu under the Panels entry Correct answer.
  2. The Time Slider right-click menu
  3. The Channel Box layer list
  4. The Attribute Editor tab bar

Explanation

Viewport layouts are chosen from the Panel menu at the top-left of a viewport, under Panels, where preset layouts such as Four Panes are listed. The layout applies to the whole workspace rather than to a single object or animation setting.

Question 4Maya Fundamentals and Interface

What is the primary purpose of the Channel Box in Maya?

  1. To browse and assign materials to geometry
  2. To display render diagnostics for the current frame
  3. To store the node graph connections between objects
  4. To edit the transform and other keyable attributes of the selected object Correct answer.

Explanation

The Channel Box lists the selected object's keyable attributes, such as translate, rotate, and scale, and lets you type values or set keys directly. It is a fast numeric editing panel rather than a material or connection browser.

Question 5Maya Fundamentals and Interface

Which panel is used to create, connect, and inspect the dependency graph of shading and utility nodes?

  1. Graph Editor
  2. Hypershade Correct answer.
  3. Dope Sheet
  4. Outliner

Explanation

The Hypershade is Maya's node-based editor for creating and connecting rendering nodes such as materials, textures, and utilities. It shows the shading network graph and provides a browser for shader creation.

Question 6Maya Fundamentals and Interface

In Maya's Outliner, what does the plus sign next to an object name indicate?

  1. The object is locked from selection
  2. The object is currently selected
  3. The object has hidden children that can be expanded Correct answer.
  4. The object has an unresolved reference

Explanation

A plus sign in the Outliner shows that the item contains child nodes collapsed beneath it, and clicking it expands the hierarchy. It is a display indicator of nested children rather than of selection or lock state.

Question 7Maya Fundamentals and Interface

Which menu in Maya contains commands for opening, saving, importing, and exporting scene files?

  1. Modify
  2. Edit
  3. File Correct answer.
  4. Windows

Explanation

The File menu groups scene-level operations such as New, Open, Save, Import, and Export. Other menus handle editing actions, object modifications, and panel/window management.

Question 8Maya Fundamentals and Interface

What does the Tool Box in Maya provide?

  1. A library of preset materials and textures
  2. Quick access to the select, move, rotate, and scale tools along with the last-used tools Correct answer.
  3. A timeline for scrubbing animation
  4. A list of all scene nodes in the file

Explanation

The Tool Box sits on the left side of the interface and offers quick buttons for the basic transform tools plus a slot for recently used tools. It is a compact tool launcher rather than a node list or material library.

Question 9Maya Fundamentals and Interface

A user selects an object and presses the F key with the cursor over a viewport. What happens?

  1. The object's pivot is reset to the world origin
  2. The viewport switches to wireframe display
  3. The selected object is duplicated in place
  4. The selected object is framed and centered in the current viewport Correct answer.

Explanation

Pressing F frames the current selection, adjusting the camera so the object fills the view. This is a navigation convenience and does not alter the object's transform or display mode.

Question 10Maya Fundamentals and Interface

Which hotkey combination opens the Hotbox, giving quick access to menu sets anywhere under the cursor?

  1. Hold the spacebar Correct answer.
  2. Press the Tab key
  3. Tap the spacebar
  4. Press the Q key

Explanation

Holding down the spacebar displays the Hotbox at the cursor location, exposing the menu sets and marking menus. Tapping the spacebar instead maximizes the viewport, which is why the press duration matters.

Question 11Maya Fundamentals and Interface

A user wants to change the default number of undecided steps available in Maya. Where is this setting configured?

  1. The Outliner display options
  2. The Render Settings dialog
  3. Preferences window under the Settings category Correct answer.
  4. The Channel Box attribute menu

Explanation

Undo queue length is configured in the Preferences window, where the Undo settings let you set the queue size and toggle undo on or off. It is an application preference rather than a per-scene attribute.

Question 12Maya Fundamentals and Interface

What is the difference between the Channel Box and the Attribute Editor in Maya?

  1. The Channel Box is used for rendering, while the Attribute Editor is used for modeling
  2. The Channel Box shows all node attributes, while the Attribute Editor shows only keyable ones
  3. The Channel Box shows keyable attributes for quick editing, while the Attribute Editor exposes the full attribute set of a node Correct answer.
  4. The Attribute Editor edits only transforms, while the Channel Box edits only shader attributes

Explanation

The Channel Box presents the keyable attributes of the selected node for fast numeric entry and keying. The Attribute Editor exposes every attribute tab of a node, including non-keyable settings, so it is the deeper editing surface.

Question 13Maya Fundamentals and Interface

Which statement best describes the function of the Time Slider in Maya?

  1. It controls the resolution of the rendered image
  2. It sets the playback range and current frame and supports keying on the current time Correct answer.
  3. It stores the node hierarchy of the scene
  4. It manages the list of loaded plug-ins

Explanation

The Time Slider spans the bottom of the interface, showing the playback range and current time so you can scrub and set keys. It is an animation timing control rather than a scene or render settings panel.

Question 14Maya Fundamentals and Interface

A user needs to view and edit the individual keyframes of several animated objects on a timeline-style grid. Which editor is designed for this task?

  1. The Hypershade
  2. The UV Editor
  3. The Dope Sheet Correct answer.
  4. The Outliner

Explanation

The Dope Sheet displays animation keys as blocks on a time grid, making it efficient to retime, slide, and scale groups of keys. It differs from the Graph Editor, which plots value curves against time.

Question 15Maya Fundamentals and Interface

What does the Graph Editor display when an animated object is selected?

  1. Animation curves plotting attribute values over time Correct answer.
  2. The object's material network
  3. The polygon topology of the mesh
  4. The render passes assigned to the object

Explanation

The Graph Editor shows animation curves as lines whose horizontal axis is time and vertical axis is attribute value. Editing tangents and keys there reshapes the interpolation of motion.

Question 16Maya Fundamentals and Interface

Which menu set would a user switch to in order to access polygon modeling tools such as Extrude and Bevel?

  1. Modeling Correct answer.
  2. Animation
  3. Rendering
  4. FX

Explanation

Menu sets group commands by workflow, and polygon editing tools like Extrude and Bevel live in the Modeling menu set. Switching menu sets changes the contents of the main menu bar.

Question 17Maya Fundamentals and Interface

A user cannot see the Channel Box on screen. Which menu is the standard place to restore it?

  1. File menu, under Import
  2. Windows menu, under General Editors or UI Elements Correct answer.
  3. Modify menu, under Convert
  4. Edit menu, under Delete

Explanation

Editors and interface elements are shown or hidden from the Windows menu, which lists panels such as the Channel Box and Attribute Editor. Choosing the item restores a closed panel to the workspace.

Question 18Maya Fundamentals and Interface

What does the term 'marking menu' refer to in Maya's interface?

  1. A list of recently opened scene files
  2. A panel showing the dependency graph of shaders
  3. A dialog for setting render output size
  4. A context-sensitive radial menu that appears when a mouse button is pressed and held Correct answer.

Explanation

Marking menus are radial menus that appear at the cursor when you press and hold a mouse button, offering gestures that select commands by direction. They make frequent operations fast without navigating the main menus.

Question 19Maya Fundamentals and Interface

A user wants the perspective viewport to display smooth shaded geometry with textures visible. Which viewport shading mode should be chosen?

  1. Points
  2. Wireframe
  3. Smooth Shade with Textures Correct answer.
  4. Bounding Box

Explanation

Smooth Shade with Textures renders surfaces with lighting and applies their assigned textures, which is the mode needed to preview materials. Wireframe, bounding box, and points modes omit shading and texture detail.

Question 20Maya Fundamentals and Interface

Which statement about the Outliner's display options is accurate?

  1. It converts NURBS objects to polygons
  2. It controls the playback frame rate of the scene
  3. It can filter which node types are listed and can show or hide DAG and DG nodes Correct answer.
  4. It permanently deletes nodes that are hidden from the list

Explanation

The Outliner's display options let you choose which node types appear, including toggles for shape and dependency graph nodes. Filtering only changes what is listed and never modifies or deletes scene data.

Question 21Maya Fundamentals and Interface

A user presses the W key while a tool is active in the viewport. What is the result?

  1. The Rotate tool becomes active
  2. The Select tool becomes active
  3. The Scale tool becomes active
  4. The Move tool becomes active Correct answer.

Explanation

Maya assigns the basic transform tools to single keys: Q for Select, W for Move, E for Rotate, and R for Scale. Pressing W therefore switches the current manipulator to the Move tool.

Question 22Maya Fundamentals and Interface

Why does Maya separate the Channel Box from the Attribute Editor when both can edit the same node?

  1. Because the Channel Box is only available in the Modeling menu set
  2. Because the Attribute Editor cannot display transform attributes
  3. Because the Channel Box is read-only and the Attribute Editor is the only writable panel
  4. Because the Channel Box emphasizes fast editing of commonly keyed attributes while the Attribute Editor exposes the complete node definition Correct answer.

Explanation

The two panels serve different speeds and depths of editing: the Channel Box surfaces the short list of keyable attributes for quick entry and keying, while the Attribute Editor reveals the full set of node attributes and connections. Keeping both lets users work fast without losing access to advanced settings.

Question 23Maya Fundamentals and Interface

A scene becomes slow to navigate after many objects are added. Which interface-level strategy best preserves responsiveness while keeping objects selectable in the Outliner?

  1. Switch the menu set to Animation
  2. Increase the undo queue length in Preferences
  3. Delete the Outliner entries for the heavy objects
  4. Set heavy objects to Bounding Box display and hide unrelated objects via display layers Correct answer.

Explanation

Bounding Box display reduces the geometry drawn per object while keeping the node listed and selectable, and display layers let you hide unrelated groups without deleting them. Together these lower viewport draw cost without altering scene content.

Question 24Maya Fundamentals and Interface

A user reports that the Hotbox opens instead of the viewport maximizing when the spacebar is pressed. What is the most likely cause?

  1. The renderer is set to a non-default engine
  2. The scene contains too many nodes for the Outliner
  3. The Time Slider range is set incorrectly
  4. The spacebar is being held down rather than tapped quickly Correct answer.

Explanation

Maya distinguishes a tap from a hold on the spacebar: a quick tap toggles viewport maximize, while a press-and-hold opens the Hotbox. A slow or lingering press therefore produces the Hotbox instead of the maximize behavior.

Question 25Maya Fundamentals and Interface

Which combination correctly pairs a Maya panel with the type of data it is primarily designed to edit?

  1. Dope Sheet - key timing; Graph Editor - animation curve values Correct answer.
  2. Channel Box - UV coordinates; UV Editor - keyable transforms
  3. Graph Editor - shader connections; Hypershade - animation curves
  4. Outliner - render passes; Render Setup - scene hierarchy

Explanation

The Dope Sheet arranges keys as blocks for retiming, while the Graph Editor plots curve values against time for tangent and interpolation editing. Each editor targets a distinct aspect of animation data.

Question 26Maya Fundamentals and Interface

In Maya, which area displays the current tool's options so that settings such as subdivision or falloff can be adjusted before use?

  1. The Tool Settings panel Correct answer.
  2. The Hypershade
  3. The Script Editor
  4. The Render View

Explanation

The Tool Settings panel is the standard location where the parameters of the active tool are exposed for editing. When a modeling or transform tool is chosen, its options appear there so values can be tuned before applying the operation. The other panels serve unrelated purposes such as scripting, shading, or rendering.

Question 27Maya Fundamentals and Interface

A user wants to move an object along a single axis while dragging with the move manipulator. Which interaction accomplishes this?

  1. Dragging the center square of the manipulator
  2. Middle-dragging anywhere in the viewport
  3. Pressing the Q key and dragging
  4. Clicking and dragging one of the colored axis arrows Correct answer.

Explanation

Each colored arrow of the move manipulator constrains translation to its corresponding axis. Dragging the center handle moves the object freely on the view plane instead. Pressing Q activates the selection tool, which does not translate objects at all.

Question 28Maya Fundamentals and Interface

Which viewport element shows the current frame number and allows scrubbing through an animation by dragging?

  1. The Status Line
  2. The Range Slider Correct answer.
  3. The Shelf
  4. The Command Line

Explanation

The Range Slider sits directly beneath the Time Slider and controls which portion of the timeline is displayed and editable. Dragging it changes the visible frame range, and it is used together with the Time Slider to scrub animation. The other interface elements handle commands, tools, and status feedback.

Question 29Maya Fundamentals and Interface

What is the purpose of the Channel Box's input and output node listings at the top of the panel?

  1. They show the keyboard shortcuts assigned to the current tool
  2. They store the file paths of all loaded references
  3. They list the history and downstream connections of the selected node Correct answer.
  4. They display the render statistics for the current frame

Explanation

The upper section of the Channel Box lists the construction history inputs and the output connections of the selected object. Selecting an entry there lets a user edit attributes of an upstream node without reselecting it in the viewport. This makes the panel useful for tweaking earlier operations quickly.

Question 30Maya Fundamentals and Interface

A user wants to save the current arrangement of panels so it can be restored later. Which approach is appropriate?

  1. Delete the preferences folder and restart Maya
  2. Create a new camera and lock its transforms
  3. Export the scene as an OBJ file and reopen it
  4. Use Window > Save Current Workspace in the Workspace menu Correct answer.

Explanation

Maya stores panel layouts as workspaces, and the Workspace menu provides commands to save the current layout under a name. Saved workspaces can later be selected to restore that arrangement. Scene export, camera creation, and preference deletion do not preserve interface layouts.

Question 31Maya Fundamentals and Interface

Which statement accurately describes the function of the Attribute Spread Sheet?

  1. It lists every node in the scene in a hierarchical tree
  2. It displays attributes of many selected objects in a tabular grid for collective editing Correct answer.
  3. It converts polygon meshes into subdivision surfaces automatically
  4. It plays back animation in real time using cached geometry

Explanation

The Attribute Spread Sheet presents the attributes of all selected objects as columns and rows so shared values can be edited at once. This is efficient for tasks such as setting identical visibility or render flags on many objects. It does not perform conversions, playback, or hierarchy display.

Question 32Maya Fundamentals and Interface

A user needs to find every node in the scene whose name contains the string 'wheel'. Which interface feature is designed for this?

  1. The Graph Editor's filter box
  2. The Hypershade's Create tab
  3. The Search field in the Outliner Correct answer.
  4. The Tool Box's double-click action

Explanation

The Outliner includes a search field that filters the displayed hierarchy by name, making it possible to isolate nodes matching a string. This is the standard way to locate objects by name in a busy scene. The other features serve shading, animation curve, and tool selection purposes.

Question 33Maya Fundamentals and Interface

Which menu set must be active to access the Animation menu commands such as Set Key and Create Deformers?

  1. The Modeling menu set
  2. The Rendering menu set
  3. The Animation menu set Correct answer.
  4. The FX menu set

Explanation

Maya groups its menus into menu sets, and animation-related commands appear only when the Animation menu set is active. Switching menu sets changes which top-level menus are shown in the menu bar. Modeling, Rendering, and FX menu sets expose their own specialized commands instead.

Question 34Maya Fundamentals and Interface

A user wants to change which transform attributes appear in the Channel Box for the selected object, hiding some and showing others. What is the standard way to do this?

  1. Change the viewport shading mode to wireframe
  2. Press the 4 key to switch to smooth preview
  3. Rename the object in the Outliner
  4. Use the Channel Box's Show/Hide attribute menu via Channels > Channel Control Correct answer.

Explanation

The Channel Control dialog, reachable from the Channels menu, lets a user move attributes between the Keyable, Non-Keyable, and Hidden lists. This controls which attributes are displayed and which can receive keys. Renaming, shading changes, and smooth preview do not alter attribute visibility.

Question 35Maya Fundamentals and Interface

Which statement best describes how Maya's marking menus differ from standard pull-down menus?

  1. They are only available while the Script Editor is open
  2. They can only be accessed from the Status Line
  3. They appear at the cursor position and are invoked by holding a key or mouse button Correct answer.
  4. They replace the menu bar permanently once activated

Explanation

Marking menus are context-sensitive radial menus that appear at the pointer when a designated key or mouse button is held. Because they appear under the cursor, they reduce travel to the menu bar and speed up repeated operations. They are supplementary to the menu bar rather than a replacement for it.

Question 36Maya Fundamentals and Interface

A user wants to toggle between the object's local rotation axes and the world axes when using the rotate manipulator. Which setting controls this?

  1. The Outliner's display mode
  2. The Render Settings' common tab
  3. The Transform Orientation setting in the Tool Settings Correct answer.
  4. The viewport's Camera attribute

Explanation

Transform orientation determines whether manipulators operate in object, world, normal, or custom space. Changing it in the Tool Settings or via the orientation indicator changes how rotation and translation are interpreted. Camera, Outliner, and render options do not affect manipulator coordinate space.

Question 37Maya Fundamentals and Interface

A user wants a custom MEL script to run automatically each time a new scene is created. Which interface area is most appropriate to configure this?

  1. The Script Editor's command history
  2. The Plug-in Manager's load options
  3. The Hotkey Editor's runtime commands
  4. The Shelf Editor's action settings Correct answer.

Explanation

The Shelf Editor lets a user define shelf buttons whose commands execute when clicked, and shelves can be organized for repeated workflows. Automating startup behavior is better handled through userSetup scripts, but among the listed interface areas the Shelf Editor is the tool for configuring reusable shelf actions. The other areas record commands, bind keys, or manage plug-ins.

Question 38Maya Fundamentals and Interface

A user complains that a custom marking menu no longer appears when the assigned key is held. Which factor is most likely responsible?

  1. The viewport's grid display was turned off
  2. The object's pivot was moved away from its center
  3. The scene's frame rate was changed in the preferences
  4. The marking menu was assigned to a different hotkey context than the one currently active Correct answer.

Explanation

Marking menus are bound to hotkeys within specific contexts, such as the modeling or animation editor context. If the active context differs from the one where the menu was assigned, holding the key produces no marking menu. Frame rate, grid display, and pivot position do not affect hotkey context resolution.

Question 39Maya Fundamentals and Interface

Which statement best explains why Maya's interface separates the viewport panel from the attribute panels when working with large scenes?

  1. Viewport panels cannot display more than one camera at a time
  2. Attribute panels must remain visible at all times to keep nodes valid
  3. Attribute panels can be collapsed or floated so viewport space and redraw cost are preserved Correct answer.
  4. Attribute panels only function when the Outliner is closed

Explanation

Maya's dockable panels can be collapsed, floated, or hidden, allowing screen space and update cost to be redirected to the viewport. Keeping heavy attribute panels hidden while navigating large scenes improves responsiveness. Node validity and camera display are unaffected by panel visibility.

Question 40Maya Fundamentals and Interface

Which statement about Maya's viewport menu bar is accurate?

  1. It controls the render settings for the final image
  2. It provides per-viewport options such as shading, camera, and display settings Correct answer.
  3. It lists only the commands available in the current menu set
  4. It replaces the main menu bar when a viewport is maximized

Explanation

Each viewport has its own menu bar containing options specific to that panel, such as shading mode, camera selection, and show/hide filters. These settings apply to that viewport rather than to the scene globally. The main menu bar and render settings are separate systems.

Question 41Modeling

In Maya, which modeling workflow produces a smooth surface that is defined by a low-resolution control cage?

  1. Polygon boolean modeling
  2. Curve-based extrusion
  3. NURBS surface modeling
  4. Subdivision surface modeling Correct answer.

Explanation

Subdivision surfaces use a polygonal control cage and interpolate a smooth limit surface from it, so the artist edits a coarse cage while the rendered result stays smooth. This is the defining behavior of Maya's subdivision surface type. NURBS instead rely on control vertices and knots, and booleans combine existing solids rather than smoothing a cage.

Question 42Modeling

Which command combines two or more selected polygon meshes into a single mesh object while keeping the original pieces as separate shells?

  1. Edit Mesh > Collapse
  2. Mesh > Extract
  3. Mesh > Combine Correct answer.
  4. Mesh > Merge

Explanation

Mesh > Combine joins selected polygon objects into one transform node whose components remain as separate shells. It does not weld overlapping vertices, so the pieces stay distinct until you merge them. Merge welds vertices, Extract pulls faces off into a new object, and Collapse reduces selected components.

Question 43Modeling

A modeler wants a polygon cube's edges to appear rounded without adding permanent geometry. Which display setting achieves this?

  1. Show > Isolate Select
  2. Smooth Mesh Preview (press 3) Correct answer.
  3. Backface Culling in the viewport
  4. Turn on Wireframe on Shaded

Explanation

Pressing 3 activates Smooth Mesh Preview, which temporarily displays the mesh as a subdivided smooth surface while the base cage remains editable. The change is a viewport preview and does not add geometry to the mesh. Wireframe on Shaded only overlays edges, backface culling hides faces, and Isolate Select controls visibility.

Question 44Modeling

What does the polygon count of a mesh represent?

  1. The number of UV shells
  2. The number of NURBS spans
  3. The number of faces on the mesh Correct answer.
  4. The number of vertices plus edges

Explanation

In Maya, the face count reported for a polygon mesh is the number of faces, which is commonly what people mean by polygon count. Each quad counts as one face and each triangle counts as one face. Vertices, edges, and UV shells are tracked separately from the face statistic.

Question 45Modeling

Which tool lets you slide an edge loop along the surface while keeping it parallel to neighboring loops?

  1. Edit Mesh > Slide Edge Correct answer.
  2. Mesh > Fill Hole
  3. Edit Mesh > Bevel
  4. Mesh Tools > Append to Polygon

Explanation

Edit Mesh > Slide Edge moves selected edges along the adjacent surface, preserving the loop's relative spacing and shape. It is the standard way to reposition a loop without distorting surrounding topology. Bevel rounds edges, Append to Polygon adds faces, and Fill Hole closes open borders.

Question 46Modeling

Which primitive type in Maya is defined mathematically by control vertices, knots, and spans rather than by faces?

  1. Mesh sphere created with Create Polygon Tool
  2. Polygon sphere
  3. NURBS sphere Correct answer.
  4. Subdivision sphere

Explanation

NURBS surfaces are defined by a control mesh of vertices plus knot vectors and spans, giving mathematically smooth curves and surfaces. Polygon and subdivision spheres are built from faces and vertices. The Create Polygon Tool always produces polygon geometry.

Question 47Modeling

Which operation creates a new face that bridges an open border edge with another selected border edge?

  1. Edit Mesh > Bridge Correct answer.
  2. Mesh > Booleans
  3. Edit Mesh > Detach
  4. Mesh > Smooth

Explanation

Edit Mesh > Bridge connects two selected border edges or faces by generating new faces between them. It is commonly used to close gaps between two shells. Booleans combine volumes, Smooth relaxes vertices, and Detach splits components apart.

Question 48Modeling

What is the purpose of the Modeling Toolkit's Symmetry option when editing a mesh?

  1. It automatically UV-unwraps the mesh
  2. It reduces the polygon count by half
  3. It mirrors edits across a chosen axis in real time Correct answer.
  4. It converts the mesh to NURBS

Explanation

Symmetry mirrors component edits across a selected axis so that moving a vertex on one side updates the corresponding vertex on the other. This speeds up modeling of bilateral characters and props. It does not unwrap UVs, decimate geometry, or change surface type.

Question 49Modeling

A modeler needs to move a single vertex precisely 2 units along the world Y axis. Which approach guarantees that result?

  1. Type 2 into the Y field of the Channel Box with the vertex selected Correct answer.
  2. Use the Scale tool with a factor of 2
  3. Press W and nudge with the middle mouse button
  4. Drag the vertex with the Move tool in the viewport

Explanation

When components are selected, the Channel Box exposes transform fields for the averaged selection, and typing a value applies an exact numeric change. Viewport dragging and mouse nudging depend on screen scale and cannot guarantee an exact distance. Scaling multiplies positions rather than offsetting by a fixed amount.

Question 50Modeling

Which command should be used to remove interior faces where two combined shells overlap and intersect?

  1. Mesh > Booleans > Union Correct answer.
  2. Mesh > Cleanup
  3. Mesh > Reduce
  4. Edit Mesh > Merge Vertex

Explanation

A boolean union merges intersecting volumes and removes the hidden interior geometry, leaving a single outer surface. Cleanup fixes problems such as non-manifold geometry but does not resolve intersections. Merge Vertex welds points, and Reduce decimates faces.