All Articles Tagged inverse kinematics

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Artist Animator[Knowledgebase]
Share your content creation methods, pet peeves and challenges. Learn about new content creation techniques and software optimized to take advantage of Core i7 technology. Contribute...

Posted: 2010-03-22 00:00:00 by Vincent Scotto (Intel)
2-bone knee, 2-joint knee, blend shapes, blendshape, bump map, carmen rizzo, character animation, character rig, IK, IK handle, inverse kinematics, Khang Le, lattice, modeling eyes, polygonal modeling, Project Offset, texturing, Tutorials
keeping-it-quads[Knowledgebase]
  We all know that QUADs are king. But if you model some objects in pieces and join them later on— that can lead to n-sided or 3-sided polygons as you put everything back together. Best to fix those...

Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel)
animation; character rig; animator; modeling; polygon; n-gon; 3-sided; quad; game character; feature character; 3D modeling technique, animator, digital content creation, inverse kinematics, rendering, visual computing
2 joint knee setup[Knowledgebase]
  Getting knees and elbows to deform properly can mean many hours of weighting vertices and even extra modeling. Using a 2-joint knee (sometimes referred to as 2-bone knee) setup can help you cut...

Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel)
2-bone knee, animation, character rig, character setup, feature character, game character, how to animate, IK, IK handle, inverse kinematics, simple 2-joint knee, visual computing
Intel at Game Developer Conference 2009[Knowledgebase]
Thanks for coming to see what Visual Adrenaline is all about!Another successful GDC is under our belt!  See our blogs from the event below or check out the posted session materials...

Posted: 2009-06-17 00:00:00 by Gina Bovara (Intel)
conferences, game developers conference, game development, gaming, gdc, GDC Intel, graphics, havok, inverse kinematics, larrabee, Smoke, vcsource_domain_graphics, vcsource_index, vcsource_type_news, visual computing
Character Animation: Skeletons and Inverse Kinematics[Knowledgebase]
By Steve Pitzel Introduction So you've built your Gothic castle—it's time for your hero to dash into play and defend the battlements. Your gaming engine supports skeletons, an animation system called...

Posted: 2009-06-17 00:00:00 by Steve Pitzel (Intel)
animator, digital content creation, inverse kinematics, NURBS, polygonal modeling, visual computing
The 3D Production Pipeline for Games: Getting it There[Knowledgebase]
The Challenge of Animating the Artist's Dream Figure 1 - Artist's lament: "It never looks quite the same in the game…"Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDisc,...

Posted: 2009-06-18 00:00:00 by Steve Pitzel (Intel)
animator, bump map, digital content creation, game development, global illumination, inverse kinematics, NURBS, polygonal modeling, specular map, texture map, visual computing