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used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building,
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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
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is the product of its parent transform and its own transform. So moving a thigh-bone will move the lower leg too. As the character is animated, the bones change their transformation over time, under the influence of some animation controller. A rig is generally composed of both
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or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing.
149:(or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual
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This technique constructs a series of bones (which need not correspond to any real-world anatomical feature), sometimes also referred to as rigging in the noun sense. Each bone has a three-dimensional transformation from the default
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Joints or bones (in green) used to pose a hand. In practice, the joints themselves are often hidden and replaced by more user-friendly objects or simply toggled invisible. In this example from the open source project
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is created for each bone which, when applied to the vertex, first puts the vertex in bone space then puts it back into mesh space. After applying a matrix to the vertex, it is scaled by its corresponding weight. This
165:. 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
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parts that may interact with each other. Skeletal animation is referring to the forward kinematics part of the rig, where a complete set of bone configurations identifies a unique pose.
231:. The movement of skin near the joints of two bones, can therefore be influenced by both bones. In most state-of-the-art graphical engines, the skinning process is done on the
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which automatically calculate physics of motion and resistance with skeletal frames. Virtual anatomy properties such as weight of limbs, muscle reaction, bone strength, and
130:, these "handles" (in blue) have been scaled down to bend the fingers. The joints are still controlling the deformation, but the animator only sees the handles.
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Magnenat-Thalmann, Nadia; Laperrière, Richard; Thalmann, Daniel (6–10 June 1988). "Joint-Dependent Local
Deformations for Hand Animation and Object Grasping".
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Skeletal animation is the standard way to animate characters or mechanical objects for a prolonged period of time. It is commonly used by
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A bone can only represent a set of vertices (or some other precisely defined object), and is not more abstract or conceptual.
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An animation can be defined by simple movements of the bones, instead of vertex by vertex (in the case of a polygonal mesh).
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For a polygonal mesh, each vertex can have a blend weight for each bone. To calculate the final position of the vertex, a
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is called matrix-palette skinning or linear-blend skinning, because the set of bone transformations (stored as transform
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Each bone in the skeleton is associated with some portion of the character's visual representation (the
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may be added for realistic bouncing, buckling, fracture, and tumbling effects.
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Some popular software packages within which rigs may be created include
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The animator needs to control fewer characteristics of the model,
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movement and skin motion. Possible solutions to this problem:
215:) in a process called skinning. In the most common case of a
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469:"What is 3D Rigging for Animation & Character Design?"
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As described in an instructional article by Josh Petty:
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realism with more thorough virtual anatomy simulations.
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495:"Direct Skinning Methods and Deformation Primitives"
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List of animated television series by episode count
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335:film industry
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99:December 2007
91:
88:
84:
81:
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74:
70:
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63:
60: –
59:
55:
54:Find sources:
48:
44:
38:
37:
32:This article
30:
26:
21:
20:
2438:Sound editor
2405:Stunt double
2400:Stage combat
2380:Talent agent
2350:Acting coach
2328:
2273:Orchestrator
2268:Music editor
2231:Foley artist
2122:Focus puller
2020:Art director
1874:Screenwriter
1713:anime series
1671:Motion comic
1540:visual music
1486:Pose to pose
1461:Inbetweening
1441:Chuckimation
1383:Shadowmation
1336:Animatronics
1258:
1237:eye tracking
1217:Morph target
1169:Multi-sketch
920:Short series
834:Art pipeline
812:Story artist
758:World War II
627:South Africa
502:Skinning.org
501:
488:
476:. Retrieved
472:
462:
453:
447:
435:. Retrieved
424:
360:
349:
339:
328:
325:Applications
241:
210:
185:
180:
176:
156:
138:
134:
133:
105:
96:
86:
79:
72:
65:
53:
41:Please help
36:verification
33:
2433:Film editor
2355:Body double
2236:Voice foley
2144:Second unit
2104:Photography
2085:Illustrator
2072:Visual arts
2052:Set dresser
2037:Hairdresser
2006:Production
1861:Cameo actor
1831:Voice actor
1639:model sheet
1496:Rubber hose
1419:model sheet
1197:Cel shading
1039:Stop motion
1024:Rotoscoping
996:Traditional
925:Stop-motion
871:Outsourcing
632:South Korea
612:Philippines
607:North Korea
478:29 November
333:and in the
145:in which a
2539:Categories
2511:Swing gang
2481:Compositor
2415:Under-five
2176:Dolly grip
1985:Storyboard
1801:filmmaking
1644:walk cycle
1511:Syncro-Vox
1424:walk cycle
1328:Mechanical
1254:Procedural
1154:PowerPoint
1107:Puppetoons
1102:Pixilation
1067:silhouette
1056:strata-cut
1047:Claymation
988:Techniques
977:Television
748:Silent Era
680:Bangladesh
675:Azerbaijan
562:Bangladesh
551:By country
416:References
310:physiology
290:Weaknesses
197:child node
69:newspapers
2491:Rendering
2306:Animation
2253:Subtitles
2132:Steadicam
2032:Greensman
1856:Bit actor
1797:Film crew
1654:off-model
1624:Key frame
1481:Pixel art
1476:Pinscreen
1434:off-model
1378:Scanimate
1296:Machinima
1095:Brickfilm
1083:go motion
1009:Flip book
543:Animation
437:5 January
264:Strengths
249:algorithm
193:hierarchy
189:bind pose
173:Technique
147:character
2448:Animator
2443:Colorist
2385:Stand-in
2324:Modeling
2314:Animator
2258:Composer
2166:Key grip
1740:Category
1649:lip sync
1529:Variants
1516:Zoetrope
1466:Morphing
1429:lip sync
1409:Blocking
1301:Aniforms
1278:Puppetry
1259:Skeletal
1126:timeline
1117:Computer
972:Internet
854:regional
790:Animator
783:Industry
647:Thailand
617:Portugal
597:Malaysia
389:See also
253:matrices
221:vertices
151:armature
2329:Rigging
2243:Dubbing
1755:Outline
1122:history
1073:Graphic
1019:Masking
910:Package
735:Ukraine
705:Hungary
667:History
657:Vietnam
622:Romania
582:Estonia
577:Czechia
363:Blender
182:around.
139:rigging
128:Blender
83:scholar
2343:Talent
2149:Gaffer
2008:design
1750:Portal
1311:Live2D
1227:facial
1192:T-pose
1090:Object
1063:Cutout
942:Series
891:Films
730:Russia
700:France
690:Canada
685:Brazil
642:Taiwan
602:Mexico
567:Bhutan
545:topics
300:muscle
85:
78:
71:
64:
56:
2504:Other
2375:Extra
2193:Sound
1826:Actor
1566:Anime
1207:Crowd
1149:Flash
1078:Model
967:Flash
915:Short
885:Works
725:Korea
720:Japan
710:India
695:China
637:Spain
592:Japan
587:India
572:China
498:(PDF)
235:by a
227:, or
90:JSTOR
76:books
2181:Grip
1506:Sand
1144:2.5D
822:List
795:List
715:Iran
480:2018
439:2011
343:(or
213:mesh
204:and
62:news
2248:ADR
1629:Cel
1202:CGI
1164:CSS
1159:SVG
233:GPU
137:or
45:by
2541::
1184:3D
1136:2D
1124:,
1054:,
500:.
471:.
381:,
377:,
373:,
369:,
365:,
239:.
1803:)
1799:(
1789:e
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1538:(
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1120:(
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1065:(
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863:(
535:e
528:t
521:v
482:.
441:.
112:)
106:(
101:)
97:(
87:·
80:·
73:·
66:·
39:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.