rigging$70741$ - traduzione in greco
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In questa pagina puoi ottenere un'analisi dettagliata di una parola o frase, prodotta utilizzando la migliore tecnologia di intelligenza artificiale fino ad oggi:

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  • frequenza di utilizzo
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  • etimologia

rigging$70741$ - traduzione in greco

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”.

rigging      
n. εξάρτιση, νοθεία, συρματολογία
jerry built         
  • Three variations of the [[jury mast knot]].
MAKESHIFT REPAIR
Jury rigged; Jerry-rig; Jerryrig; Juryrig; Nigger rig; Ghetto engineering; Jury-rigged; Jury-rig; Jury-rigging; Jury mast; Jurymast; Jury-mast; Jerry rig; Jury masts; Jerry-built; Band-aid (Computing); Jimmy rig; Jimmy-rig; Jerry built; Jury rig; Afro engineering; Draft:Afro engineering; Nigger rigging; Afro-engineering; Nigger-rigging; Nigger-rig; Nigger-rigged; Nigger rigged; Afro engineer; Afro-engineer; Afro Engineering; Afro-Engineering; Nigger rigs; Nigger-rigs; African engineering; African-engineering; African Engineering; African-Engineering; Afroengineering; Afroengineer; Afro engineered; Afro-engineered; Jerry rigging; Ghetto rig; Ghetto rigging; Jerry rigged
κακοχτισμένος, ψευτοχτισμένος

Definizione

rigging
1.
Vote or ballot rigging is the act of dishonestly organizing an election to get a particular result.
She was accused of corruption, of vote rigging on a massive scale.
N-UNCOUNT: usu supp N
2.
On a ship, the rigging is the ropes which support the ship's masts and sails.
N-UNCOUNT

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.