![]() ![]() ![]() The effect is that of digital puppetry, but with an eye toward precision. and his team’s unique alternative is a system of interchangeable, 3D-printed mechanical pieces used to drive an on-screen character. Lifting a character’s foot to place it on chair requires manipulating one control curve: grab foot control, move foot. Without these curves, an animator’s work is usually tripled: she has to first rotate the joint where the leg meets the hip, sticking the leg straight out, then rotate the knee back down, then rotate the ankle. Control curves do some behind-the-curtain math that allows the animator to move a character by grabbing a natural end-node, such as a hand or a foot. Manipulating those joints usually requires the addition of easy-to-select control curves, which simplify the way joints rotate down the chain. The skeletal systems of computer animated characters consists of kinematic chains-joints that sprout from a root node out to the smallest extremity. Control curves (the blue circles) allow for easier character manipulation. You need a rig (a kind of digital skeleton) to accurately control that model, and researcher and his team have developed a hands-on alternative to pushing pixels around. Computer animation is a task both delicate and tedious, requiring the manipulation of a computer model into a series of poses over time saved as keyframes, further refined by adjusting how the computer interpolates between each frame.
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