Timeline for Are 3DCG-based animes cheaper to produce?
Current License: CC BY-SA 3.0
3 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Mar 30, 2014 at 6:04 | comment | added | Euphoric | @Clockwork-Muse It is more about degree of freedom of individual joints than count of moving parts. Usually, mechanical parts have low degree of freedom in their joints (eg 2-3). Humans on the other hand have high degree of freedom in many of heir joints (shoulder has 6 DoF). Some nice examples are in udel.edu/PT/current/PHYT622/2007/jointmovements.ppt Also, in humanoids, you need to be careful with skin, because algorithms can produces some weird artifacts if you are not. This does not apply to mechanical things. | |
Mar 30, 2014 at 1:00 | comment | added | Clockwork-Muse | I don't know what makes you think that mechanical things have a "low number of moving parts". Now, granted, it's far easier to set up driven keys in any system that supports rigging (2D or 3D) than animating by hand, but you still have all the parts - tank treads, for instance, have a lot of individual treads, but those are usually constrained to follow a path (and drive off the same control as the bogeys and drive sprockets). Depending on the actual model, though, a mechanical item may have far more individual moving parts than a human. | |
Mar 27, 2014 at 15:24 | history | answered | Euphoric | CC BY-SA 3.0 |