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.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hig-147 |
Date | January 2007 |
Creators | Björkman, Pontus |
Publisher | Högskolan i Gävle, Institutionen för matematik, natur- och datavetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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