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  2. T-pose - Wikipedia

    en.wikipedia.org/wiki/T-pose

    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.

  3. Pose space deformation - Wikipedia

    en.wikipedia.org/wiki/Pose_space_deformation

    PSD (Pose-Space Deformation) is often used in conjunction with skeletal animation to address some of its key limitations. In skeletal animation, a skeleton is linked to a 3D mesh using a technique called skinning. [2] This connection between the skeleton and the mesh is typically established in a neutral pose, such as a T-pose. Vertices of the ...

  4. Skeletal animation - Wikipedia

    en.wikipedia.org/wiki/Skeletal_animation

    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 ...

  5. Model sheet - Wikipedia

    en.wikipedia.org/wiki/Model_sheet

    A sample model sheet from the DVD tutorial 'Chaos&Evolutions' In visual arts, a model sheet, also known as a character board, character sheet, character study or simply a study, is a document used to help standardize the appearance, poses, and gestures of a character in arts such as animation, comics, and video games.

  6. Pose to pose animation - Wikipedia

    en.wikipedia.org/wiki/Pose_to_pose_animation

    Pose to pose is a term used in animation, for creating key poses for characters and then inbetweening them in intermediate frames to make the character appear to move from one pose to the next. Pose-to-pose is used in traditional animation as well as computer-based 3D animation. [ 1 ]

  7. Twelve basic principles of animation - Wikipedia

    en.wikipedia.org/wiki/Twelve_basic_principles_of...

    Computer animation removes the problems of proportion related to "straight ahead action" drawing, but "pose to pose" is still used for computer animation, because of the advantages it brings in composition. [18] The use of computers facilitates this method and can fill in the missing sequences in between poses automatically.

  8. Walk cycle - Wikipedia

    en.wikipedia.org/wiki/Walk_cycle

    Frames that are drawn between these key poses (traditionally known as in-betweens) are either hand-drawn or interpolated using computer software. Key frames of a walk cycle Besides the apparent move of the legs, many more details are necessary for a convincing walk cycle, like animation timing, movement of the arms, head and torsion of the ...

  9. Morph target animation - Wikipedia

    en.wikipedia.org/wiki/Morph_target_animation

    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.