A Muscular Rig for Smooth Skinning in Autodesk Maya

The limitations of the default skinning methods in Autodesk Maya can be compensated for when seeking realistic skin deformations of a human being. The main focus is put on the construction of an example muscular rig in Autodesk Maya, and an explanation of what criteria the rig is supposed to fulfill...

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Bibliographic Details
Main Author: Björkman, Pontus
Format: Others
Language:English
Published: Högskolan i Gävle, Institutionen för matematik, natur- och datavetenskap 2007
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-147
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spelling ndltd-UPSALLA1-oai-DiVA.org-hig-1472018-01-14T05:13:31ZA Muscular Rig for Smooth Skinning in Autodesk MayaengBjörkman, PontusHögskolan i Gävle, Institutionen för matematik, natur- och datavetenskap2007musclesriggingdeformersskinninganatomyComputer SciencesDatavetenskap (datalogi)The limitations of the default skinning methods in Autodesk Maya can be compensated for when seeking realistic skin deformations of a human being. The main focus is put on the construction of an example muscular rig in Autodesk Maya, and an explanation of what criteria the rig is supposed to fulfill. From a merged three dimensional and artistic view, the components of the rig is discussed and evaluated to establish an understanding of how the system needs to work in order to produce realistic skin deformations. The research is performed via design and creation experiments on the various parts of the system, and even though the initial theory has met its demands, some of the practical performance yet abandons a lot to wish. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-147application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic muscles
rigging
deformers
skinning
anatomy
Computer Sciences
Datavetenskap (datalogi)
spellingShingle muscles
rigging
deformers
skinning
anatomy
Computer Sciences
Datavetenskap (datalogi)
Björkman, Pontus
A Muscular Rig for Smooth Skinning in Autodesk Maya
description The limitations of the default skinning methods in Autodesk Maya can be compensated for when seeking realistic skin deformations of a human being. The main focus is put on the construction of an example muscular rig in Autodesk Maya, and an explanation of what criteria the rig is supposed to fulfill. From a merged three dimensional and artistic view, the components of the rig is discussed and evaluated to establish an understanding of how the system needs to work in order to produce realistic skin deformations. The research is performed via design and creation experiments on the various parts of the system, and even though the initial theory has met its demands, some of the practical performance yet abandons a lot to wish.
author Björkman, Pontus
author_facet Björkman, Pontus
author_sort Björkman, Pontus
title A Muscular Rig for Smooth Skinning in Autodesk Maya
title_short A Muscular Rig for Smooth Skinning in Autodesk Maya
title_full A Muscular Rig for Smooth Skinning in Autodesk Maya
title_fullStr A Muscular Rig for Smooth Skinning in Autodesk Maya
title_full_unstemmed A Muscular Rig for Smooth Skinning in Autodesk Maya
title_sort muscular rig for smooth skinning in autodesk maya
publisher Högskolan i Gävle, Institutionen för matematik, natur- och datavetenskap
publishDate 2007
url http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-147
work_keys_str_mv AT bjorkmanpontus amuscularrigforsmoothskinninginautodeskmaya
AT bjorkmanpontus muscularrigforsmoothskinninginautodeskmaya
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