Armature (computer animation): Difference between revisions
Appearance
Content deleted Content added
adding template, added uncategorised tag |
OldakQuill (talk | contribs) Categorise, add {{stub}}, add {{unreferenced}} |
||
Line 1: | Line 1: | ||
{{unreferenced|April 2007}} |
|||
An '''armature''' is the name of the [[kinematic chain]]s used in [[computer animation]] to simulate the motions of virtual human or animal characters. In the context of animation, the [[inverse kinematics]] of the armature is the most relevant computational algorithm. |
An '''armature''' is the name of the [[kinematic chain]]s used in [[computer animation]] to simulate the motions of virtual human or animal characters. In the context of animation, the [[inverse kinematics]] of the armature is the most relevant computational algorithm. |
||
Line 4: | Line 6: | ||
* [[Linkage (mechanical)|Linkages]] |
* [[Linkage (mechanical)|Linkages]] |
||
{{computer-stub}} |
|||
{{Uncategorized|February 2007}} |
|||
[[Category:3D computer graphics]] |
|||
[[Category:Computational physics]] |
Revision as of 03:09, 2 April 2007
An armature is the name of the kinematic chains used in computer animation to simulate the motions of virtual human or animal characters. In the context of animation, the inverse kinematics of the armature is the most relevant computational algorithm.