#Animate it .pro skin
The skin here is not a fixed rigid mesh, but a deformable mesh that can change under the influence of bones. The skin is covered in bone as a mesh, specifying the appearance of the character. BBy changing the angle between adjacent bones, displacement, the bones that make up the character can make different actions and achieve different animation effects. Adjacent bones are connected by joints and can move relatively. Bone hierarchies describe the structure of a character, and like different parts of a joint animation, bones in a bone skin animation form a hierarchy based on the character's characteristics. In bone skinning animation, a character consists of a single mesh model as skin and bones organized at a certain level. The third category is bone skinning animation, which will be discussed in the second part of this article.īone skin animation can be seen as a combination of joint animation and single mesh model animation. On the other hand, animation files take up a lot of space because keyframes store all the vertex information of the mesh model. However, this kind of animation is very adaptable, the character is difficult to use real-time calculations to interact well with the environment, in order to obtain pre-stored animation sequence outside of the animation effect. Because the hierarchical model is not used, the calculation of the position of the model mesh vertex in the world coordinates is also small. The characters of a single mesh model animation look more realistic than joint animations, and there are no seam problems with section animations. Animation is achieved by interpolating between adjacent keyframes to directly change the position of the vertices in the grid model. The new position of the vertices that make up the grid is recorded in the keyframes of the animation sequence or the amount of change relative to the original position. The characters in this animation consist of a complete grid model. The second category is single grid model animation. But the most critical problem is that there are often obvious seams at different parts of the union, which can seriously affect the reality of the model. One of these is that the role model is a hierarchical model, and to obtain the position of a part relative to the world coordinates, you must traverse all the ancestor node cumulative calculation models of the node from the root node - the world transformation. Of course, this kind of animation also has many disadvantages. SSecond, many complex animation effects can be achieved, and if the application supports reverse dynamics, new animation effects other than pre-stored animation sequences can be dynamically implemented. First, only relative changes between nodes need to be stored in the animation sequence keyframes, so animation files take up very little space. There are many advantages to this type of animation. By changing the relative position between different parts, such as angle, displacement, and so on, you can achieve the various animation effects required.
![animate it .pro animate it .pro](https://cooltimeline.com/wp-content/uploads/2021/08/amazon-3.png)
The right upper arm is a child node of the upper body, which is a child of the body. In the mannequin above, for example, the right forearm is a child node of the upper right arm and the parent node of the right hand. One part may be the child node of another part and the parent node of the other part. For example, a mannequin can consist of a head, upper body, upper left arm, left forearm, left hand, right upper arm, right forearm, right hand, left thigh, left calf, left foot, right thigh, right calf, right foot, etc. Each section corresponds to a separate grid model, and the different parts are organized into a hierarchy according to the characteristics of the role. The characters in the joint animation consist of several separate parts. There are three main types of real-time character animation technology. Based on a brief review of the development of real-time character animation, this paper introduces the basic principles and implementation methods of bone skinning animation based on existing hardware, in conjunction with SkeAni demo program. Now, with the development of computer hardware technology, especially the development of graphics technology with hardware acceleration at the consumption level, real-time character animation has gradually gained more and more wide application.
#Animate it .pro software
However, virtual reality, video games, and even traditional animation software also have a great demand for real-time character animation. An important feature of the character animation techniques used in animation productions is that animation rendering takes a lot of time, so animation must be pre-made, rendered, and then played as a video file, that is, non-real-time.
![animate it .pro animate it .pro](https://crackedox.com/wp-content/uploads/2020/12/Moho-Pro-13-Crack-1.jpg)
Character animation is an important part of computer animation technology, which has been playing an important role in computer-aided animation film production and various kinds of advertising production.