Rigging (computer Graphics)
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Rigging (computer Graphics)
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the ''mesh'' or ''skin'') and a hierarchical set of interconnected parts (called ''bones'', and collectively forming the ''skeleton'' or ''rig''), a virtual armature 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, 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. The technique was introduced in 1988 by Nadia Magnen ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a Heuristic (computer science), heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm ca ...
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Stunt
A stunt is an unusual and difficult physical feat or an act requiring a special skill, performed for artistic purposes usually on television, theaters, or cinema. Stunts are a feature of many action films. Before computer generated imagery special effects, these effects were limited to the use of models, false perspective and other in-camera effects, unless the creator could find someone willing to jump from car to car or hang from the edge of a skyscraper: the stunt performer or stunt double. Types of stunt effects Practical effects One of the most-frequently used practical stunts is stage combat. Although contact is normally avoided, many elements of stage combat, such as sword fighting, martial arts, and acrobatics required contact between performers in order to facilitate the creation of a particular effect, such as noise or physical interaction. Stunt performances are highly choreographed and may be rigorously rehearsed for hours, days and sometimes weeks before a performan ...
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Joint Constraints
Joint constraints are rotational constraints on the joints of an artificial system. They are used in an inverse kinematics chain, in fields including 3D animation or robotics. Joint constraints can be implemented in a number of ways, but the most common method is to limit rotation about the X, Y and Z axis independently. An elbow, for instance, could be represented by limiting rotation on Y and Z axis to 0 degrees, and constraining the X-axis rotation to 130 degrees. To simulate joint constraints more accurately, dot-products can be used with an independent axis An axis (plural ''axes'') is an imaginary line around which an object rotates or is symmetrical. Axis may also refer to: Mathematics * Axis of rotation: see rotation around a fixed axis * Axis (mathematics), a designator for a Cartesian-coordinat ... to repulse the child bones orientation from the unreachable axis. Limiting the orientation of the child bone to a border of vectors tangent to the surface of the joint, rep ...
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Virtual Anatomy
Virtual may refer to: * Virtual (horse), a thoroughbred racehorse * Virtual channel, a channel designation which differs from that of the actual radio channel (or range of frequencies) on which the signal travels * Virtual function, a programming function or method whose behaviour can be overridden within an inheriting class by a function with the same signature * Virtual machine, the virtualization of a computer system * Virtual meeting, or web conferencing * Virtual memory, a memory management technique that abstracts the memory address space in a computer * Virtual particle, a type of short-lived particle of indeterminate mass * Virtual reality (virtuality), computer programs with an interface that gives the user the impression that they are physically inside a simulated space * Virtual world, a computer-based simulated environment populated by many users who can create a personal avatar, and simultaneously and independently explore the world, participate in its activities and co ...
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Computer Simulation
Computer simulation is the process of mathematical modelling, performed on a computer, which is designed to predict the behaviour of, or the outcome of, a real-world or physical system. The reliability of some mathematical models can be determined by comparing their results to the real-world outcomes they aim to predict. Computer simulations have become a useful tool for the mathematical modeling of many natural systems in physics (computational physics), astrophysics, climatology, chemistry, biology and manufacturing, as well as human systems in economics, psychology, social science, health care and engineering. Simulation of a system is represented as the running of the system's model. It can be used to explore and gain new insights into new technology and to estimate the performance of systems too complex for analytical solutions. Computer simulations are realized by running computer programs that can be either small, running almost instantly on small devices, or large ...
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Motion Capture
Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors, and using that information to animate digital character models in 2-D or 3-D computer animation.Andrew Harris Salomon, Feb. 22, 2013, Backstage MagazineGrowth In Performance Capture Helping Gaming Actors Weather Slump Accessed June 21, 2014, "..But developments in motion-capture technology, as well as new gaming consoles expected from Sony and Microsoft within the year, indicate that this niche continues to be a growth area for actors. And for those who have thought about breaking in, the message is clear: Get busy...."Ben Child, 12 August 2011, The GuardianAndy Serkis: why won't Oscars go ape over motion-capture acting? Star of Rise of the Planet ...
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Performance Capture
Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors, and using that information to animate digital character models in 2-D or 3-D computer animation.Andrew Harris Salomon, Feb. 22, 2013, Backstage MagazineGrowth In Performance Capture Helping Gaming Actors Weather Slump Accessed June 21, 2014, "..But developments in motion-capture technology, as well as new gaming consoles expected from Sony and Microsoft within the year, indicate that this niche continues to be a growth area for actors. And for those who have thought about breaking in, the message is clear: Get busy...."Ben Child, 12 August 2011, The GuardianAndy Serkis: why won't Oscars go ape over motion-capture acting? Star of Rise of the Planet ...
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Movie Industry
The film industry or motion picture industry comprises the technological and commercial institutions of filmmaking, i.e., film production companies, film studios, cinematography, animation, film production, screenwriting, pre-production, post production, film festivals, distribution, and actors. Though the expense involved in making films almost immediately led film production to concentrate under the auspices of standing production companies, advances in affordable filmmaking equipment, as well as an expansion of opportunities to acquire investment capital from outside the film industry itself, have allowed independent film production to evolve. In 2019, the global box office was worth . When including box office and home entertainment revenue, the global film industry was worth in 2018. Hollywood is the world's oldest national film industry, and largest in terms of box office gross revenue. Indian cinema is the largest national film industry in terms of the number of films p ...
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Video Game Artist
Game art design is a subset of game development involving the process of creating the artistic aspects for video games. Video game art design begins in the pre-production phase of creating a video game. Video game artists are visual artists involved from the conception of the game who make rough sketches of the characters, setting, objects, etc. Bates 2004, p. 171 Bethke 2003, p. 45-49 These starting concept designs can also be created by the game designers before the game is moved into actualization. Sometimes, these concept designs are called "programmer art". After the rough sketches are completed and the game is ready to be moved forward, those artists or more artists are brought in to develop graphic designs based on the sketches. The art design of a game can involve anywhere from two people and up. Small gaming companies tend to not have as many artists on the team, meaning that their artist must be skilled in several types of art development, whereas the larger the compan ...
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Virtual Anatomy
Virtual may refer to: * Virtual (horse), a thoroughbred racehorse * Virtual channel, a channel designation which differs from that of the actual radio channel (or range of frequencies) on which the signal travels * Virtual function, a programming function or method whose behaviour can be overridden within an inheriting class by a function with the same signature * Virtual machine, the virtualization of a computer system * Virtual meeting, or web conferencing * Virtual memory, a memory management technique that abstracts the memory address space in a computer * Virtual particle, a type of short-lived particle of indeterminate mass * Virtual reality (virtuality), computer programs with an interface that gives the user the impression that they are physically inside a simulated space * Virtual world, a computer-based simulated environment populated by many users who can create a personal avatar, and simultaneously and independently explore the world, participate in its activities and co ...
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Musculoskeletal
The human musculoskeletal system (also known as the human locomotor system, and previously the activity system) is an organ system that gives humans the ability to move using their muscular and skeletal systems. The musculoskeletal system provides form, support, stability, and movement to the body. It is made up of the bones of the skeleton, muscles, cartilage, tendons, ligaments, joints, and other connective tissue that supports and binds tissues and organs together. The musculoskeletal system's primary functions include supporting the body, allowing motion, and protecting vital organs. The skeletal portion of the system serves as the main storage system for calcium and phosphorus and contains critical components of the hematopoietic system. This system describes how bones are connected to other bones and muscle fibers via connective tissue such as tendons and ligaments. The bones provide stability to the body. Muscles keep bones in place and also play a role in the movemen ...
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