All Articles Tagged character rig

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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
seeing eyes part 2 handling eyelashes with blend shapes[Knowledgebase]
  There are lots of ways of dealing with eyelashes - everything from just painting them on to using full-fledged hair or fur systems. Another way is to handle them as separate pieces of geometry through...

Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel)
animation, animation; character rig; animator; artist; modeling eyes; polygon; iris; pupil; character setup; believable eyes; lattice; wire tool; wire deformer; morph target; handling eyelashes; game character, animator, character rig, digital content creation, feature character, game character, handling eyelashes, morph target, polygon, visual computing
seeing eyes part 1 modeling eyes[Knowledgebase]
  Whether your character is cartoon-like or hyper-realistic, there are a few simple design concepts (okay - Tricks or Cheats) you can incorporate to make your eyeballs "look" good. Download the Seeing...

Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel)
animation, animation;, animator, artist, believable eyes, character rig, character setup, digital content creation, iris, lattice, modeling eyes, polygon, pupil, visual computing, wire deformer, wire tool
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