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Creation of character rigs

Tanja Malić (2012) Creation of character rigs. EngD thesis.

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    Abstract

    The thesis contains a complete overview of creating a character for computer animation. The theoretical part provides an overview of the entire process of 3D animation; preproduction, production and postproduction. The focus is on research on how to create a 3D model and how to set up a 3D skeleton and other kind of controls for the model. It also contains a mathematical overview of forward and inverse kinematics, which are used to move joints and to calculate angles between bones. Due to unrealistic skin deformation when moving joints thesis also contains an overview of applying skin to skeleton and skin deformation with weight painting and skin deformation with muscle deformation. Practical part is about making own character ready for animation in Autodesk Maya software tool. It contains all the steps of the production including making model, setting up the skeleton and other controls and binding them to our model. It also contains steps on how to set up joint influence on vertices of the model.

    Item Type: Thesis (EngD thesis)
    Keywords: 3D animation, 3D modeling, skeleton set up, character rigging, forward kinematics, inverse kinematics, 3D painting weights
    Number of Pages: 57
    Language of Content: Slovenian
    Mentor / Comentors:
    Name and SurnameIDFunction
    doc. dr. Matija Marolt271Mentor
    Link to COBISS: http://www.cobiss.si/scripts/cobiss?command=search&base=50070&select=(ID=00009487956)
    Institution: University of Ljubljana
    Department: Faculty of Computer and Information Science
    Item ID: 1815
    Date Deposited: 18 Sep 2012 10:58
    Last Modified: 06 Nov 2012 09:03
    URI: http://eprints.fri.uni-lj.si/id/eprint/1815

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