rigging ladder - traduzione in greco
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rigging ladder - 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 ladder      
ανεμόσκαλα
ανεμόσκαλα         
rigging ladder, rope ladder, scaling ladder
rope ladder         
  • An aluminum stepladder
  • Safe setup of a leaning ladder
  • New York]].
  • A video on ladder fall injuries in the United States in 2011
  • Riverbend Cave]], 2006
VERTICAL SET OF RUNGS OR STEPS
Ladders; Extension ladder; Step ladder; Rope ladder; Stepladder; Step Ladder; EN 131; EN131; Telescoping ladder; Sectional ladder; Retractable ladder; Folding ladder; Trestle ladder; Counterbalanced ladder; Bridge ladder; Caving ladder; 🪜; Step-ladder
ανεμόσκαλα

Definizione

ladder
n.
framework with rungs for climbing
1) to put up a ladder
2) to steady a ladder
3) to lean a ladder (against a wall)
4) to climb, go up, mount a ladder
5) to come down, descend a ladder
6) an aerial; extension; rope ladder
7) an accommodation ladder (over the side of a ship)
unraveled stitches in a stocking
(BE; AE has runner)
8) to get, have a ladder
path
9) the ladder to success
hierarchy
10) the social ladder

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.