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Autodesk, Inc.
Industry: Software
Number of terms: 4366
Number of blossaries: 1
Company Profile:
In animation, a deformer that squashes and stretches any deformable object along an axis. Squash deformers are useful both for character setup (classic squash and stretch effects) and for modeling.
Industry:Software
In animation, a deformer that undulates any deformable object along a sine wave.
Industry:Software
In animation, a deformer that uses a spherical wireframe influence object called a sculpt sphere to deform an object. Sculpt deformer modes include flip, project, and stretch.
Industry:Software
In animation, a key with attributes that drive the values of other attributes.
Industry:Software
In animation, a NURBS or polygonal object that further shapes and controls the deformation of smooth skinned objects. Influence objects are useful to restrict undesirable deformations (for example, popping shoulders), or to create desirable deformations (for example, bulging muscles).
Industry:Software
In animation, a structure that consists of joints and their bones, used to create hierarchical, articulated deformation effects on deformable objects such as NURBS surfaces.
Industry:Software
In animation, a surface with smooth, articulated deformation, where several joints can influence the same deformable object points. Also known as local/global envelope.
Industry:Software
In animation, the action of manually moving the current frame along the timeline to examine animation, without actually playing the animation.
Industry:Software
In animation, the highest joint in a skeleton’s hierarchy. A skeleton can have only one root joint. Also known as root.
Industry:Software
In animation, the process of binding deformable objects to a skeleton. The surface of a character after that surface is bound to the character’s skeleton is called the skin. It is important that a character’s skin deforms naturally as the skeleton moves. Near joints, the skin should bulge or indent as the joints are rotated.
Industry:Software