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3D Modeling for Animation
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Polygon
A polygon is a flat shape consisting of straight edges that are connected to form a closed chain. In 3D modeling, polygons are used to build the surfaces of a model, typically as triangles or quadrilaterals.
Inverse Kinematics (IK)
Inverse Kinematics is a mathematical process used in 3D animation to calculate the necessary rotations of jointed segments of a character or model to achieve a desired position, typically for end effectors like hands or feet. It's vital for natural motion.
Weight Painting
Weight painting is the process of specifying how the vertices of a mesh are influenced by the skeleton's joints or bones. It's an important process in rigging that ensures smooth and realistic deformation of the model during animation.
NURBS
Non-Uniform Rational B-Splines (NURBS) are mathematical representations of 3D geometry that can accurately describe any shape from a simple 2D line, circle, arc, to the most complex 3D organic free-form surface or solid. NURBS are important for precision modeling.
Normal
A normal is a vector that is perpendicular to the surface of an object. In 3D modeling, normals are used to determine how light reflects off a surface and are crucial for rendering the correct lighting in animation.
Keyframe
A keyframe is a frame in the timeline of an animation that defines the starting and ending points of any smooth transition. These frames are essential for creating animation as they set the parameters for motion between points.
Skinning
Skinning is the process of attaching a mesh to a set of bones or a skeleton for the purpose of deformation during animation. It is an essential component of character rigging, allowing characters to move in a lifelike manner.
Baking
Baking in 3D modeling refers to the process of pre-calculating and storing complex computations such as lighting, shadows, and textures into texture maps. This is important for improving the real-time performance of animations and games.
Texture Mapping
Texture mapping is the process of applying a 2D image onto the surface of a 3D model. It is critical for adding realism to a model in animation by giving it color and detail without increasing the polygon count.
Displacement Map
A displacement map alters the geometry of the surface of a model by displacing vertices, adding a level of detail to the mesh. It's useful for creating complex textures and surfaces in animation without manually modeling the intricacies.
Subdivision Surfacing
Subdivision surfacing is a method of representing a smooth surface by refining a coarse control mesh. It allows for smooth and detailed models and is important for achieving high-quality graphics in animation.
Edge
An edge is a straight line segment connecting two vertices in a 3D model. Edges are important for defining the structure of a model and are manipulated during modeling to shape the object.
Vertex
A vertex is a single point in 3D space. Vertices are crucial in defining the shape of a 3D model, as they are used to construct polygons and are manipulated for modeling.
UV Mapping
UV mapping is the process of projecting a 2D image to the 3D surface of a model. The 'U' and 'V' refer to the horizontal and vertical axes of the 2D texture since 'X', 'Y', and 'Z' are already used for the 3D object space. It's essential for accurately applying textures to models.
Mesh
A mesh is a collection of vertices, edges, and faces that defines the shape of a 3D object. Meshes are the backbone of 3D modeling and are used to create detailed and complex models for animation.
Rigging
Rigging is the process of creating a skeleton for a 3D model so that it can be animated. It involves setting up bones and joints, and it defines how a character or object moves. Rigging is essential for character animation.
Ambient Occlusion
Ambient occlusion is a shading method used in 3D computer graphics to simulate the way light radiates in real life, particularly in places where objects block the ambient light from reaching. It enhances visual realism in animation by adding depth.
Ray Tracing
Ray tracing is a rendering technique that simulates the physical behavior of light to produce a very realistic image. It's used in animation to produce high-quality visuals, including accurate reflections, refractions, and shadows.
Morph Target
A morph target is a variant of a 3D model that has been deformed to show a specific expression or shape change. It is used in creating animations that involve morphing between different models.
Spline
A spline is a curve in 3D space defined by two or more points, which directs the path or shape of an object or animation. Splines are important for creating smooth and flowing movement or shapes in 3D animation.
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