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- Skeletal_animation abstract "Skeletal animation is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans or more generally for organic modeling, it only serves to make the animation process more intuitive and the same technique can be used to control the deformation of any object — a door, a spoon, a building, or a galaxy.This technique is used in virtually all animation systems where simplified user interfaces allows animators to control often complex algorithms and a huge amount of geometry; most notably through inverse kinematics and other "goal-oriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.".
- Skeletal_animation thumbnail Sintel-hand.png?width=300.
- Skeletal_animation wikiPageID "929022".
- Skeletal_animation wikiPageRevisionID "605264584".
- Skeletal_animation align "right".
- Skeletal_animation hasPhotoCollection Skeletal_animation.
- Skeletal_animation quote ""Rigging is making our characters able to move. The process of rigging is we take that digital sculpture, and we start building the skeleton, the muscles, and we attach the skin to the character, and we also create a set of animation controls, which our animators use to push and pull the body around."".
- Skeletal_animation source "— Frank Hanner, character CG supervisor of the Walt Disney Animation Studios, provided a basic understanding on the technique of character rigging.".
- Skeletal_animation width "40.0".
- Skeletal_animation subject Category:3D_computer_graphics.
- Skeletal_animation subject Category:Anatomical_simulation.
- Skeletal_animation subject Category:Animation_techniques.
- Skeletal_animation subject Category:Computer_animation.
- Skeletal_animation subject Category:Computer_graphic_techniques.
- Skeletal_animation type Ability105616246.
- Skeletal_animation type Abstraction100002137.
- Skeletal_animation type AnimationTechniques.
- Skeletal_animation type Cognition100023271.
- Skeletal_animation type ComputerGraphicTechniques.
- Skeletal_animation type Know-how105616786.
- Skeletal_animation type Method105660268.
- Skeletal_animation type PsychologicalFeature100023100.
- Skeletal_animation type Technique105665146.
- Skeletal_animation comment "Skeletal animation is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh.".
- Skeletal_animation label "Rigging (Animation)".
- Skeletal_animation label "Rigging".
- Skeletal_animation label "Rigging".
- Skeletal_animation label "Skeletal animation".
- Skeletal_animation label "Skeletal animation".
- Skeletal_animation label "Скелетная анимация".
- Skeletal_animation label "スケルタルアニメーション".
- Skeletal_animation label "骨骼动画".
- Skeletal_animation sameAs Rigging_(Animation).
- Skeletal_animation sameAs Skeletal_animation.
- Skeletal_animation sameAs Rigging.
- Skeletal_animation sameAs スケルタルアニメーション.
- Skeletal_animation sameAs Rigging.
- Skeletal_animation sameAs m.03qw28.
- Skeletal_animation sameAs Q1813564.
- Skeletal_animation sameAs Q1813564.
- Skeletal_animation sameAs Skeletal_animation.
- Skeletal_animation wasDerivedFrom Skeletal_animation?oldid=605264584.
- Skeletal_animation depiction Sintel-hand.png.
- Skeletal_animation isPrimaryTopicOf Skeletal_animation.