Cmsc 425: Lecture 10 Skeletal Animation and Skinning
نویسنده
چکیده
Recap: Last time we introduced the principal elements of skeletal models and discussed forward kinematics. Recall that a skeletal model consists of a collection of joints, which have been joined into a rooted tree structure. Each joint of the skeleton is associated with a coordinate frame which specifies its position and orientation in space. Each joint can be rotated (subject to sum constraints). The assignment of rotation angles (or generally rotation transformations) to the individual joints defines the skeleton’s pose, that is, its geometrical configuration in space. Joint rotations are defined relative to a default pose, called the bind pose (or reference pose).
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CMSC 425 : Lecture 10 Skeletal Animation and Skinning Tuesday , Mar 14 , 2017
Recap: Last time we introduced the principal elements of skeletal models and discussed forward kinematics. Recall that a skeletal model consists of a collection of joints, which have been joined into a rooted tree structure. Each joint of the skeleton is associated with a coordinate frame which specifies its position and orientation in space. Each joint can be rotated (subject to sum constraint...
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1 Copyright, David M. Mount, 2016, Dept. of Computer Science, University of Maryland, College Park, MD, 20742. These lecture notes were prepared by David Mount for the course CMSC 425, Game Programming, at the University of Maryland. Permission to use, copy, modify, and distribute these notes for educational purposes and without fee is hereby granted, provided that this copyright notice appear ...
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1Copyright, David M. Mount, 2013, Dept. of Computer Science, University of Maryland, College Park, MD, 20742. These lecture notes were prepared by David Mount for the course CMSC 425, Game Programming, at the University of Maryland. Permission to use, copy, modify, and distribute these notes for educational purposes and without fee is hereby granted, provided that this copyright notice appear i...
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