Matches in DBpedia 2016-04 for { <http://wikidata.dbpedia.org/resource/Q1813564> ?p ?o }
Showing triples 1 to 38 of
38
with 100 triples per page.
- Q1813564 subject Q6480776.
- Q1813564 subject Q6967763.
- Q1813564 subject Q7336388.
- Q1813564 subject Q8250262.
- Q1813564 subject Q8407789.
- Q1813564 abstract "Skeletal animation is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans or more generally for organic modeling, it only serves to make the animation process more intuitive and the same technique can be used to control the deformation of any object — 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 it just represents a higher level description of the motion of the part of mesh or skin it is influencing.This technique is used in virtually all animation systems where simplified user interfaces allows animators to control often complex algorithms and a huge amount of geometry; most notably through inverse kinematics and other "goal-oriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.".
- Q1813564 thumbnail Sintel-hand.png?width=300.
- Q1813564 wikiPageWikiLink Q11660.
- Q1813564 wikiPageWikiLink Q1401416.
- Q1813564 wikiPageWikiLink Q1415395.
- Q1813564 wikiPageWikiLink Q1423222.
- Q1813564 wikiPageWikiLink Q1501872.
- Q1813564 wikiPageWikiLink Q17056736.
- Q1813564 wikiPageWikiLink Q1758095.
- Q1813564 wikiPageWikiLink Q183484.
- Q1813564 wikiPageWikiLink Q188619.
- Q1813564 wikiPageWikiLink Q189177.
- Q1813564 wikiPageWikiLink Q2291325.
- Q1813564 wikiPageWikiLink Q26401.
- Q1813564 wikiPageWikiLink Q3191582.
- Q1813564 wikiPageWikiLink Q3821178.
- Q1813564 wikiPageWikiLink Q44337.
- Q1813564 wikiPageWikiLink Q5070802.
- Q1813564 wikiPageWikiLink Q521.
- Q1813564 wikiPageWikiLink Q633182.
- Q1813564 wikiPageWikiLink Q6480776.
- Q1813564 wikiPageWikiLink Q676252.
- Q1813564 wikiPageWikiLink Q6967763.
- Q1813564 wikiPageWikiLink Q726543.
- Q1813564 wikiPageWikiLink Q7336388.
- Q1813564 wikiPageWikiLink Q7365.
- Q1813564 wikiPageWikiLink Q8250262.
- Q1813564 wikiPageWikiLink Q8407789.
- Q1813564 wikiPageWikiLink Q8473.
- Q1813564 wikiPageWikiLink Q925667.
- Q1813564 comment "Skeletal animation is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh.".
- Q1813564 label "Skeletal animation".
- Q1813564 depiction Sintel-hand.png.