lower rigging - translation to ρωσικά
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lower rigging - translation to ρωσικά

SKELETAL ANIMATION ALSO KNOWN AS RIGGING IS USED IN 3D ANIMATION.
Skeletal Animation; Rigging (computer graphics); Skinned animation; Semantic Transversal; Semantic transversal; Character rig; Animation rig; Mesh rigging; Skeleton rigging; Skeletal rigging; Rigging (animation); 3D rigging; Rigging (computer animation)
  • Blender]], these "handles" (in blue) have been scaled down to bend the fingers.  The bones are still controlling the deformation, but the animator only sees the “handles”.

lower rigging      
нижний такелаж
second chamber         
  • [[Australian House of Representatives]]
  • United Kingdom House of Commons]]
CHAMBER OF A BICAMERAL LEGISLATURE
Lower House; Second chamber; Lower chamber

общая лексика

верхняя палата (парламента)

Lower Chamber         
  • [[Australian House of Representatives]]
  • United Kingdom House of Commons]]
CHAMBER OF A BICAMERAL LEGISLATURE
Lower House; Second chamber; Lower chamber

общая лексика

нижняя палата

Ορισμός

second chamber
The second chamber is one of the two groups that a parliament is divided into. In Britain, the second chamber is the House of Lords. In the United States, the second chamber can be either the Senate or the House of Representatives.
N-SING

Βικιπαίδεια

Skeletal animation

Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the mesh or skin) and a hierarchical set of interconnected parts (called bones, and collectively forming the skeleton or rig), a virtual armature used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing.

The technique was introduced in 1988 by Nadia Magnenat Thalmann, Richard Laperrière, and Daniel Thalmann. This technique is used in virtually all animation systems where simplified user interfaces allows animators to control often complex algorithms and a huge amount of geometry; most notably through inverse kinematics and other "goal-oriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.

Μετάφραση του &#39lower rigging&#39 σε Ρωσικά