Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Computer animation
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Disciplines of 3D animation === There are many different disciplines of 3D animation, some of which include entirely separate artforms. For example, hair simulation for computer animated characters in and of itself is a career path which involves separate workflows,<ref>{{cite book | doi=10.1145/1401132.1401247 | chapter=Realistic hair simulation: Animation and rendering | title=ACM SIGGRAPH 2008 classes | date=2008 | last1=Bertails | first1=Florence | last2=Hadap | first2=Sunil | last3=Cani | first3=Marie-Paule | last4=Lin | first4=Ming | last5=Kim | first5=Tae-Yong | last6=Marschner | first6=Steve | last7=Ward | first7=Kelly | last8=Kačić-Alesić | first8=Zoran | pages=1–154 | isbn=978-1-4503-7845-1 | url=https://hal.inria.fr/inria-00520270/file/finalcoursenotes2008.pdf }}</ref> and different software and tools. The combination of all or some 3D computer animation disciplines is commonly referred to within the animation industry as the 3D animation pipeline.<ref>{{Cite web |last1=Naghdi |first1=Arash |last2=Adib |first2=Payam |last3=Adib |first3=Arash Naghdi and Payam |date=2021-05-10 |title=3D Animation Pipeline: A Start-to-Finish Guide (2023 update) |url=https://dreamfarmstudios.com/blog/3d-animation-pipeline/ |access-date=2024-05-21 |website=Dream Farm Studios |language=en-US}}</ref> {| class="wikitable" |+Examples of disciplines within the 3D animation pipeline !Discipline !Explanation !Tools !Examples |- |Face Rigging |A facial rig is a rig that includes muscles, deformation, mesh displacement, and other techniques to enable the animation of facial expressions, and phonemes for lip syncing. |Autodesk Maya, Blender |In 'Avatar, Way of Water', WETA workshops meticulously designed the digital muscles in the faces of their characters so that their emotional range could be comparable to that of a human.<ref>{{Cite web |date=2022-12-21 |title=Exclusive: Joe Letteri Discusses Wētā FX's new Facial Pipeline on Avatar 2 - fxguide |url=https://www.fxguide.com/fxfeatured/exclusive-joe-letteri-discusses-weta-fxs-new-facial-pipeline-on-avatar-2/ |access-date=2024-05-21 |website=www.fxguide.com/ |language=en-US}}</ref> |- |Facial Animation |This is the process of animating facial animations, [[Lip sync|lip-syncing]], and animating [[phoneme]] blend-shapes (shapes that the face morphs into) |Autodesk Maya, Blender, Autodesk 3DS Max |In Pixar's 'Turning Red', animators took influence from [[anime]] style facial expressions to inform their animation.<ref>{{Cite web |last=laurenlola |date=2022-03-09 |title="Turning Red" Animators on Anime Influences and Working with Domee Shi |url=https://caamedia.org/blog/2022/03/09/turning-red-animators-on-anime-influences-and-working-domee-shi/ |access-date=2024-05-22 |website=CAAM Home |language=en-US}}</ref> |- |Character Animation |Specifically the animation of characters. 3D character animation is its own specialty do to the complexity required to animated dancing, running, fighting, or high fidelity motion such as playing basketball. |Autodesk Maya, Blender |Pixar's 'Incredibles' won the 2004 [[Visual Effects Society Award for Outstanding Animated Character in an Animated Feature]] |- |Cloth Simulation |Cloth simulation is a subset of simulation but specifically for things like clothes. In modern 3D computer animation, cloth simulation is becoming more and more advanced and widely used. |Houdini, Blender |Pixar's 'Coco' advanced the use of high fidelity clothes by designing new tools to combine cloth simulation with character animation.<ref>{{cite book | chapter-url=https://doi.org/10.1145/3214745.3214801 | doi=10.1145/3214745.3214801 | chapter=Better collisions and faster cloth for Pixar's Coco | title=ACM SIGGRAPH 2018 Talks | date=2018 | last1=Eberle | first1=David | pages=1–2 | isbn=978-1-4503-5820-0 }}</ref> |}
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)