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  2. 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 ...

  3. Animation - Wikipedia

    en.wikipedia.org/wiki/Animation

    [120] [121] This process is called rigging and can be used in conjunction with key frames to create movement. [122] Other techniques can be applied, mathematical functions (e.g., gravity, particle simulations), simulated fur or hair, and effects, fire and water simulations. [123] These techniques fall under the category of 3D dynamics. [124]

  4. Spotted estuary smooth-hound - Wikipedia

    en.wikipedia.org/wiki/Spotted_estuary_smooth-hound

    The spotted estuary smooth-hound or rig (Mustelus lenticulatus) is a houndshark of the family Triakidae, found on the continental shelves and in estuaries around New Zealand. [2] It is closely related to the gummy shark ( Mustelus antarcticus ) of Australia. [ 3 ]

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  7. Morph target animation - Wikipedia

    en.wikipedia.org/wiki/Morph_target_animation

    Typical examples of morph targets used in facial animation is a smiling mouth, a closed eye, and a raised eyebrow. Early 3D videogames, such as Quake [3] and Crash Bandicoot use per-vertex animation for all character animations. When used for facial animation, these morph target are often referred to as "key poses".

  8. 3D modeling - Wikipedia

    en.wikipedia.org/wiki/3D_modeling

    3D models may be created automatically or manually. The manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. The 3D model can be physically created using 3D printing devices that form 2D layers of the model with three-dimensional material, one layer at a time. Without a 3D ...

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