rigging ladder - definizione. Che cos'è rigging ladder
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Cosa (chi) è rigging ladder - definizione

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”.

Attic ladder         
  •  A retractable attic ladder in its closed position.
  •  A retractable attic ladder halfway open.
  •  A retractable attic ladder fully extended.
AN ATTIC LADDER (US) OR LOFT LADDER (UK) IS A COLLAPSIBLE LADDER WHICH IS ATTACHED WITH THE FLOOR OF AN ATTIC AND CEILING OF THE FLOOR BELOW THE ATTIC.
Attic stairs; Attic ladder (firefighting); Attic Ladder (Firefighting); Loft ladder; Attic ladders
An attic ladder (US) or loft ladder (UK) is a retractable ladder that is installed into an attic door/access panel. They are used as an inexpensive and compact alternative to having a stairway that ascends to the attic of a building.
Ladder tournament         
  • Vertical Pyramid View
  • Horizontal Pyramid View
  • Vertical View
FORM OF TOURNAMENT FOR GAMES AND SPORTS
Ladder system; Game leaderboard; Game ladder; Squash ladder; Badminton ladder; Tennis ladder; Leaderboards; Online leaderboards; Online leaderboard
A ladder tournament (also known as a ladder competition or pyramid tournament) is a form of tournament for games and sports. Unlike many tournaments, which usually have an element of elimination, ladder competitions can go on indefinitely.
The Living Ladder         
1913 FILM BY MAURITS BINGER, LOUIS H. CHRISPIJN
De Levende Ladder; De levende ladder; De Levende ladder
The Living Ladder () is a 1913 Dutch silent drama film directed by Maurits Binger and Louis H. Chrispijn.

Wikipedia

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.