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A Muscular Rig for Smooth Skinning in Autodesk MayaBjörkman, Pontus January 2007 (has links)
<p>The limitations of the default skinning methods in Autodesk Maya can be compensated for when seeking realistic skin deformations of a human being. The main focus is put on the construction of an example muscular rig in Autodesk Maya, and an explanation of what criteria the rig is supposed to fulfill. From a merged three dimensional and artistic view, the components of the rig is discussed and evaluated to establish an understanding of how the system needs to work in order to produce realistic skin deformations. The research is performed via design and creation experiments on the various parts of the system, and even though the initial theory has met its demands, some of the practical performance yet abandons a lot to wish.</p>
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When is it Necessary to Use Muscle Systems to Enhance 3D Animation?Barreby, Martin January 2009 (has links)
<p> </p><p>To build muscles to enhance the animation of a 3D character takes more time and effort than the standard character rig. In some cases, the muscles will not be noticeable and therefore are unnecessary. This research tried to find the moments when the muscles did or did not make a difference. The new Maya Muscle System is also explored and the procedure to create muscles for a standard rig is explained. The test that was performed showed that the muscles are more noticeable in all cases.</p><p> </p>
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An Automated System for the Creation of Articulated Mechanical PartsWheeler, Christopher R. 2009 December 1900 (has links)
Proposes a new method to model the geometric form of articulated mechanical
parts while simultaneously testing their range of motion in relation to other nearby parts.
Utilizing a database of mechanical parts in virtual three-dimensional form, a software
tool assists users in quickly building a complex high-level mechanical object which can
be placed directly into a visual effects production pipeline. The tool creates a workflow
that allows modeling and rigging problems to be solved concurrently within the same
interface. Optimized animation controls are generated automatically to expedite the
rigging process. A system of standardization provides a framework for each part?s
functionality within the hierarchy of each new assembly, while also guaranteeing reusability
and backwards compatibility with all other assemblies created with this tool.
A prototype has been developed as a plug-in to existing commercial software to
showcase the described methodology. This prototype provides a unique solution to
common modeling and rigging problems in the field of visual effects and animation.
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Hydrodynamic improvements for the DOLPHIN: a surface-piercing semi-submersible AUV /Butt, Mark-Andrew, January 1999 (has links)
Thesis (M. Eng.), Memorial University of Newfoundland, 1999. / Bibliography: p. 107-109.
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Veřejné zakázky a bid riggingKrejčová, Hana January 2016 (has links)
The Diploma thesis deals with the public procurement issue and the bid rigging. The first part of this thesis is focused theoretically on related legislation of public procurement in the Czech Republic. Herein are in this thesis defined public pro-curements and their types, role of contracting authority and award procedure. The further chapter is devoted to the bid rigging and to its theoretical background. The second part of thesis analyses decisions of the case law of bid rigging, influence of the bid rigging. Furthermore, there are suggested the possible results of detection and prevention of bid rigging.
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A Muscular Rig for Smooth Skinning in Autodesk MayaBjörkman, Pontus January 2007 (has links)
The limitations of the default skinning methods in Autodesk Maya can be compensated for when seeking realistic skin deformations of a human being. The main focus is put on the construction of an example muscular rig in Autodesk Maya, and an explanation of what criteria the rig is supposed to fulfill. From a merged three dimensional and artistic view, the components of the rig is discussed and evaluated to establish an understanding of how the system needs to work in order to produce realistic skin deformations. The research is performed via design and creation experiments on the various parts of the system, and even though the initial theory has met its demands, some of the practical performance yet abandons a lot to wish.
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When is it Necessary to Use Muscle Systems to Enhance 3D Animation?Barreby, Martin January 2009 (has links)
To build muscles to enhance the animation of a 3D character takes more time and effort than the standard character rig. In some cases, the muscles will not be noticeable and therefore are unnecessary. This research tried to find the moments when the muscles did or did not make a difference. The new Maya Muscle System is also explored and the procedure to create muscles for a standard rig is explained. The test that was performed showed that the muscles are more noticeable in all cases.
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Week 02, Video 05: RiggingMarlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1017/thumbnail.jpg
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Week 09, Video 02: Rigging Spoon 1Marlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1063/thumbnail.jpg
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Week 09, Video 03: Rigging Spoon 2Marlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1064/thumbnail.jpg
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