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CBSE Class 11 Sample Paper 2026 Solution for Multimedia

Download CBSE Class 11 Sample Paper 2026 Solution Multimedia. Here at aglasem.com you can get Answers of CBSE 11th class Sample Papers. CBSE Class 11th Multimedia Sample Paper 2026 Solution is given below. More Detail
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CBSE Class 11 Sample Paper 2026 Solution for Multimedia is available here for free download. Published by CBSE for Class 11, this solution can be viewed online or downloaded as a PDF (8 pages). Candidates preparing for Class 11 can use CBSE Class 11 Sample Paper 2026 Solution for Multimedia to understand the exam pattern, the type of questions asked, and the overall difficulty level.

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Page 1

CBSE BOARD

SAMPLE
PAPER
2026

DOWNLOAD

Page 2

CBSE | DEPARTMENT OF SKILL EDUCATION
Multi-Media (SUBJECT CODE - 821)
MARKING SCHEME FOR CLASS XI (SESSION 2025-2026)
Max. Time: 2 Hours Max. Marks: 50

General Instructions:
1. Please read the instructions carefully.
2. This Question Paper consists of 21 questions in two sections – Section A & Section B.
3. Section A has Objective type questions whereas Section B contains Subjective type questions.
4. Out of the given (5 + 16 =) 21 questions, a candidate has to answer (5 + 10 =) 15 questions in the
allotted (maximum) time of 2 hours.
5. All questions of a particular section must be attempted in the correct order.
6. SECTION A - OBJECTIVE TYPE QUESTIONS (24 MARKS):
i. This section has 05 questions.
ii. There is no negative marking.
iii. Do as per the instructions given.
iv. Marks allotted are mentioned against each question/part.
7. SECTION B – SUBJECTIVE TYPE QUESTIONS (26 MARKS):
i. This section contains 16 questions.
ii. A candidate has to do 10 questions.
iii. Do as per the instructions given.
iv. Marks allotted are mentioned against each question/part.

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SECTION A: OBJECTIVE TYPE QUESTIONS
Source Unit/ Page no.
Q.
QUESTION Material Chap. of source Marks
No.
(NCERT/PSSCI No. material
VE/
CBSE Study Material)
Q. 1 Answer any 4 out of the 6 questions given on Employability Skills (1 x 4 = 4 marks)
i. c) Non-verbal communication NCERT 1 11 1
ii. d) team NCERT 2 85 1
iii. d) Welcome them, introduce your family and NCERT 2 91 1
thank them for coming
iv. b) A person who tries to meet customer needs NCERT 4 138 1
through new ideas or ways of doing business
and makes a profit
v. b) Ctrl+n NCERT 3 109 1
vi. b) Air and water pollution, waste management, NCERT 5 176 1
and biodiversity conservation
Q. 2 Answer any 5 out of the given 6 questions (1 x 5 = 5 marks)
i. b) wide shot PSSCIVE 3 71 1
ii. b) Tween Frames (or In-between frames) PSSCIVE 1 11 1
iii. c) Timing PSSCIVE 2 83 1
iv. c) Shape tweening PSSCIVE 3 123 1
v. d) Brick film PSSCIVE 1 33 1
vi. c) Acceleration and Deceleration PSSCIVE 2 79 1
Q. 3 Answer any 5 out of the given 6 questions (1 x 5 = 5 marks)
i. c) Pixilation PSSCIVE 1 33 1
ii. b) Rotoscoping PSSCIVE 1 25 1
iii. d) Overlapping action PSSCIVE 2 79 1
iv. b) Squash and Stretch PSSCIVE 2 73 1
v. b) tweens PSSCIVE 3 122 1
vi. c) vector animation PSSCIVE 3 97 1
Source Unit/ Page no.
Q.
QUESTION Material Chap. of source Marks
No.
(NCERT/PSSCI No. material
VE/
CBSE Study Material)
Q. 4 Answer any 5 out of the given 6 questions (1 x 5 = 5 marks)
i. c) .swf PSSCIVE 3 121 1
ii. c) Rendering the character with volume, PSSCIVE 2 83 1
weight, and proper balance.
iii. b)To create outline the story, guide camera PSSCIVE 1 45 1
placement and timing.
iv. d) Path Tween PSSCIVE 3 122 1
v. b) Editing PSSCIVE 1 40 1
vi. b) The base graphic must be converted into a PSSCIVE 3 116 1
Symbol.
Q. 5 Answer any 5 out of the given 6 questions (1 x 5 = 5 marks)
i. b) Staging PSSCIVE 2 76 1
ii. d) Path animation PSSCIVE 1 21 1

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iii. c) Shape Tweening PSSCIVE 3 123 1
iv. b) Pose-to-Pose PSSCIVE 2 71 1
v. b) Exaggeration PSSCIVE 2 85 1
vi. c) To loop a series of frames to avoid PSSCIVE 3 115 1
animating each step repeatedly

SECTION B: SUBJECTIVE TYPE QUESTIONS
Source Unit/ Page no.
Q.
QUESTION Materi Chap. of source Marks
No.
al No. material
(NCERT
/PSSCI
VE/
CBSE Study
Material)
Answer any 3 out of the given 5 questions on Employability Skills in 20 – 30 words each (2 x 3 = 6 marks)
Q. 6  Work hard and encourage others to do the NCERT 2 86 2
same.
• Cheer for your teammate’s success
• Celebrate success as a team
Q. 7 Click on File and then click Save or Save As, NCERT 3 132 2
browse to the desired folder, type the
filename in the name textbox and click on
Save.
Q. 8 Manufacturing Business, Trading Business, NCERT 4 140 2
Services Business.
Q. 9 This mission aims to clean up Indian cities, NCERT 5 179 2
towns, and villages. One of its main aims is to
achieve an Open-Defecation Free India by
October 2, 2019.
Q. 10 • Using the right gestures while speaking NCERT 1 11 2
makes our message more effective.
• Knowing non-verbal communication helps
us understand our audience’s reaction and
adjust our behaviour or communication
accordingly.
• If verbal messages are blocked by noise or
distance, etc., we can use hand movements to
exchange our message.

Answer any 4 out of the given 6 questions in 20 – 30 words each (2 x 4 = 8 marks)
Q. 11 Stop-motion animation is a technique used to create PSSCIVE 1 34 2
animation by physically manipulating real-world objects and
photographing them one frame of film at a time. When the
sequence of images is played back rapidly, the slight, frame-
by-frame changes in the objects' positions create the illusion
of continuous movement.

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Q. 12 Slow Out and Slow In principle (also called Ease In and Ease PSSCIVE 2 81 2
Out) is the concept that as any object or person moves or
comes to a stop, there must be a time for acceleration and
deceleration. Applying this principle by using closer spacing
of frames at the start and end of a movement makes the
action appear more natural and less robotic.
Q. 13 Computer Generated Imagery (CGI), or Computer PSSCIVE 1 42 2
Animation, is the process of generating animated images
using computer graphics. It is considered a form of modern
animation that uses fully computer-generated graphics (CG).
This process is broadly categorized into 2D and 3D animation.
Q. 14 Path Animation - Path Based animation is the simplest form PSSCIVE 3 105 2
of animation and the easiest to learn. It moves an object
along a predetermined path on the screen. The path could be
a straight line, or it could include any number of curves. Often
the object does not change, although it might be resized or
reshaped.
Q. 15 Frame - A still two-dimensional image. In computer PSSCIVE 3 120 2
animation, the term frames per second (fps) is a
measurement of the number of still frames displayed in one
second to give the impression of a moving image. For film
work, this value is usually 24; for the European PAL broadcast
format, 25; and for the US NTSC broadcast format, 30fps

Q. 16 Arcs are used for expressing speed and are the natural paths PSSCIVE 2 81 2
that thrown objects, limbs, and free-moving characters
follow. By having movements follow a curved or "natural
arc," the animation appears more realistic and expressive.

Answer any 3 out of the given 5 questions in 50– 80 words each (4 x 3 = 12 marks)
Q. 17 PSSCIVE 1 40 4
Aspect 2D Animation 3D Animation
Creating 3D
Drawing each
models and
Animating frame by hand
environments
procedure or using
using software
software tools
tools
Lower frame
Frame Higher frame rate
rate (e.g., 12 or
rate (e.g., 30 or 60 fps)
24 fps)
More expensive
Cheaper and
Expense and slower to
faster to create
create
Depends on the Depends on the
purpose, purpose,
Relevance
audience, and audience, and
message message
More mechanical,
More artistic,
works with ‘rigs’
Texture requires
and 3D
illustration
manipulation

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Limited and Unlimited and
Space
fixed space flexible space
Any 4
Q. 18  Identification of correct technique for Project 1 (Fight PSSCIVE 2 76 4
sequence) → Straight Ahead Anima on (1 mark)
 Reason for Project 1 choice → Creates natural, fluid,
and spontaneous motion (1 mark)
 Identification of correct technique for Project 2
(Dialogue scene) → Pose-to-Pose Animation (1 mark)
 Reason for Project 2 choice → Provides control,
accuracy, and clarity of poses & timing (1 mark)
Q. 19 1. Exaggeration-To show the ball is heavy and the movement PSSCIVE 2 83 4
is energetic; the animator must use exaggeration. The
bounce would be excessively high upon impact, and the
'squash' (when it hits the ground) would be extremely
pronounced to make the impact seem huge, even for a small
object.
2. Timing-To convey that the ball is heavy, the timing must
be slow or deliberate at the peak of its bounce (due to
gravity) and when it is rolling. However, to convey the
energetic sudden appearance and roll-off, the number of
frames must be minimal during the launch and descent.
3. Appeal- To ensure the children's audience connects with
the ball, Appeal must be used. Even though it's a simple
sphere, the ball could be given exaggerated, stylized colors
or a small, friendly face that briefly pops up with a surprised
expression when it stops and then quickly disappears as it
rolls away.
4. Secondary Action- As the primary action is the rolling, a
secondary action is needed to add realism. As the heavy ball
rolls, the small dust particles on the table's surface would be
kicked up briefly behind it. This secondary detail reinforces
the speed and contact with the surface.
Q. 20 The transformation of a pencil sketch into a digital cel PSSCIVE 3 118 4
involves several steps, leveraging computer technology to
streamline traditional methods:
1. Sketching and Cleaning: The animator first creates a
pencil sketch of the character's pose. If the lines are
clean enough, the drawing is ready to be digitized.
2. Scanning/Digitizing: The clean pencil drawing is
scanned directly into the computer. (Alternatively, the
drawing is inked digitally by the artist over the
scanned sketch).
3. Inking (Digital): The scanned pencil lines are converted
into clean, final outlines. The drawing is now formally
considered a "cel".
4. Coloring: The digital cel is then colored on a computer.
This replaces the traditional, time-consuming process
of hand-painting clear celluloid sheets with paint.
5. Assembly: This completed digital cel is then layered
onto a background that has been separately drawn
and imported into the animation program, ready to be
saved as part of the final video file.
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Q. 21 a) Motion Tweening :- A motion tween animates symbols PSSCIVE 3 117 4
mov ing in space; when you create a motion tween, then you
can click on any frame in the tween, move the symbol on that
frame, and a motion path animating the frames between that
frame and the next key frame. Any frame where you’ve man
ually moved the tweened symbol becomes a key frame.
b) Shape tweening :- Shape tweens, on the other hand,
perform distortions on non-symbol shapes/vector graphics.
If you create one shape on one key frame and another shape
on another key frame, you can connect those two shapes
with a shape tween. The tween will perform whatever
calculations and morphs needed to transform the first shape
into the second.

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Study Materials
Notes

Model Papers Class 6 Notes

Sample Papers Class 7 Notes
Half Yearly Sample Papers Class 8 Notes

Class 9 Notes
Important Resources
Class 10 Notes
Periodic Table
Class 11 Notes
Writing Skills / Formats

Maps of India / World Class 12 Notes

Books and Solutions

NCERT Books
NCERT Book Solutions
HC Verma Chapter Wise Solutions
RD Sharma Solutions
CGBSE Solutions

Document Details

Board / OrgCBSE
ExamClass 11
TypeSolution
Pages8
Updated24 Sep 2026