Animating an articulated three dimensional human model currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface.
在现有人体骨骼动画的制作过程中,动画师必需手工标定人体各主要关节点位置及人体骨架每一关键帧的姿态,工作量巨大。
Animating an articulated three dimensional human model currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface.
在现有人体骨骼动画的制作过程中,动画师必需手工标定人体各主要关节点位置及人体骨架每一关键帧的姿态,工作量巨大。
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