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Skeletal animation or rigging is a technique in computer animation in which a character (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 ...
The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls.
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Morph target animation, per-vertex animation, shape interpolation, shape keys, or blend shapes [1] is a method of 3D computer animation used together with techniques such as skeletal animation. In a morph target animation, a "deformed" version of a mesh is stored as a series of vertex positions.
Physically Based Rigging for Deformable Characters, 2005 SIGGRAPH. Authors: Steve Capell, Matthew Burkhart, Brian Curless, Tom Duchamp and Zoran Popović. Skeleton-driven Deformation - lecture on physically-based modelling, simulation and animation, 2005, Ming C. Lin, University of North Carolina, USA.
A bone/joint animation system is set up to deform the CGI model (e.g., to make a humanoid model walk). In a process known as rigging, the virtual marionette is given various controllers and handles for controlling movement. [53] [54] Animation data can be created using motion capture, or keyframing by a human animator, or a combination of the ...
Skeleton programming mimics this, but differs in the way that it is commonly written in an integrated development environment, or text editors. This assists the further development of the program after the initial design stage. Skeleton programs also allow for simplistic functions to operate, if run.
Often to speed up the keyframe animation process a control rig is used by the animation. The control rig represents a higher level of abstraction that can act on multiple morph targets coefficients or bones at the same time. For example, a "smile" control can act simultaneously on the mouth shape curving up and the eyes squinting.