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GLOSSARY THE WORLD OF 3D HAS ITS OWN UNIQUE JARGON.

three world axes, X, Y and Z (width, generated background. Every pixel


height and depth) define with the same colour value as the
directionality within the 3D universe. backdrop is replaced by the CG image.
3D animation, in which the motion is Hence, a co-ordinate of (0,0,0)
Three-dimensional. Descriptive of a controlled automatically via a series defines the origin of the world. Bone
region of space that has width, height of mathematical formulae. A rigid object analogous to a real
and depth. Beauty Pass bone, placed inside the ‘skeleton’ of
Animatic When rendering multiple passes of a a character during the process of
Algorithm A rough animation that is used by scene, the beauty pass is the one that rigging it for animation. When a
A procedure or formula for solving a animators to give some idea about features the most significant bone is moved, it acts upon the mesh
mathematical problem. Algorithms the timing of a sequence, used as a information about the objects within of the character model, deforming it.
are commonly used for such tasks as kind of animated storyboard. it. This usually includes the main,
generating textures, rendering images full-colour rendering of those objects, Boolean
and controlling mathematically Anti-aliasing including diffuse illumination and An object created by combining two
based behaviour patterns. A method of reducing or preventing colour. A beauty pass will not include objects using mathematical
rendering artefacts by using colour reflections, highlights, and shadows, operators. The two objects may be
Alpha Channel information to simulate a higher which are usually separate passes. subtracted from one other, merged,
The top byte of a 32-bit pixel that is screen resolution. The term is often or intersected to form the new object.
used for data other than colour. The applied to the process of softening Bit Depth
alpha channel commonly holds the unnaturally precise or stepped The number of bits used to define the Bounding Box
mask data, enabling an image to be edges (sometimes known as ‘the shade or colour of each pixel in an The smallest regular-shaped box that
separated from its background for use jaggies’) created when a computer- image, a ‘bit’ being the smallest unit encloses a 3D object, usually
in compositing. generated object is placed against a of memory or storage on a computer. rectangular in shape.
contrasting background by using (One ‘byte’ is eight ‘bits’.) A 1-bit
Ambient Light pixels of intermediate shades as a image is black and white. An 8-bit Bump Map
An artificial illumination level buffer between the two. image provides a 256-colour palette. A black-and-white image used by a
representing infinite diffuse A 24-bit image provides 16.7 million 3D software package to simulate the
reflections from all surfaces within a Aperture possible colours: a palette sometimes three-dimensional detail on the
3D scene, ensuring that even surfaces In a real camera, the size of the known as ‘True Colour’. A 32-bit surface of an object. When projected
without direct illumination become opening that light passes through image provides the same palette, plus over the surface of the object, parts of
visible to the user. (usually given in terms of its f-stop) an 8-bit greyscale alpha channel. the surface beneath white areas of the
in order to reach the film. The larger image are raised; those beneath black
Animation the f-stop, the smaller the opening. Bitmap areas are depressed. Bump mapping is
A medium that creates the illusion of 3D software packages sometimes Strictly speaking, a bitmap is a 1-bit purely a rendering effect, however,
movement through the projection of mimic the effects of different black-and-white image. However, the and does not affect the underlying
a series of still images or ‘frames’. The aperture settings on a recorded image term is often loosely applied to any geometry of the model.
term is also used to refer to the during the rendering process. two-dimensional image, regardless of
techniques used in the production of bit depth. Still image manipulation CAD
an animated film - in 3D animation, Aspect Ratio packages such as Photoshop and Paint Computer Aided Design. The use of
primarily those controlling the The ratio of the width of an image to Shop Pro are sometimes referred to as computer-based models of objects for
motion of the objects and cameras its height. Common aspect ratios for ‘bitmap editors’. visualisation or testing as an aid in
within a scene. These include broadcast images include 4:3 and the design process. CAD software
keyframe animation, in which the 16:9 (widescreen). Blinn See: Shading. packages usually contain more
artist sets the positions of objects precise real-world measuring tools
manually at certain key points in the Axis Bluescreen Footage than ordinary 3D packages, but fewer
action, and the computer calculates A hypothetical linear path around Live footage shot against a backdrop surfacing and animation features.
their intervening positions through a which an object can be rotated, or of a single uniform colour (usually
process of interpolation or ‘in- across which it can be mirrored. In blue or green) with a view to Camera
betweening’, and procedural the Cartesian co-ordinate system, the compositing it into a computer- A virtual viewpoint in 3D space that
possesses both position and
direction. In a 3D scene, the camera
This glossary is by no means an exhaustive list of technical terms used in 3D art and animation.
For example, we’ve excluded proprietary jargon that relates to only one particular software represents the viewer’s eye. When the
package – such as ‘gizmo’ or ‘Spacewarp’ from the 3ds max tutorials, and ‘Hypershade’ from the
Maya walkthroughs. For explanations of what these terms mean, refer to the software manual or scene is rendered at final quality, it is
NOT ON manufacturer’s website. For a more complete list of technical terms, you might like to visit the
glossary section of one of the websites listed in our directory of online resources on page 222. the camera view that is used, rather
THE LIST? than the one seen in the software’s
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HERE ARE CONCISE DEFINITIONS OF SOME OF THE MAIN TECHNICAL TERMS YOU MAY ENCOUNTER

workspace. This enables the artist to would be the shifting patterns of Colour Space Co-ordinate System
move around the workspace without light and shade cast on the floor of A mathematical method for defining A set of numerical values used to
disturbing the camera view. a swimming pool on a sunny day. the way in which colour is represented denote a location in 3D space. In the
Rendering software has only recently within an image. Common colour Cartesian co-ordinate system, three
Camera Mapping become sophisticated enough to spaces include RGB (Red, Green, Blue), orthogonal ‘world axes’ (the X, Y and
A technique by which geometry mimic such complex real-world which has a bit depth of 24, and is Z axes) are used to define the position
matching the size and perspective of lighting effects as caustics. commonly used in broadcast of a point relative to the intersection
objects shown within a still image is applications, and CMYK (Cyan, of these axes, or origin. Other
constructed, and the original image CGI Magenta, Yellow, Black), which has co-ordinate systems can be used for
mapped back onto those objects. Computer Generated Imagery. An a bit depth of 32, and is used for modelling and texture projection.
This permits limited camera image or images created or print illustration work.
movement around the picture, manipulated with the aid of a CV
giving the illusion of a 3D computer. The term is often used to Compositing Control Vertex. A control point
environment from a 2D image. refer specifically to 3D computer The process of combining multiple used to manipulate the shape of a
animation, although it is really more images into a single image. This is NURBS curve.
Camera Move widely applicable. often performed in films to make a
A movement of the virtual camera live actor appear on a computer- Deformer
within a 3D software package Channel generated background, or vice versa. Usually: a modelling tool which
analogous to one in real-world For a two-dimensional image, a It can also be used following deforms the structure of an entire
cinematography. Common camera channel is a sub-image composed multi-pass rendering to combine the object. However, the exact meaning
moves include dollying, in which the only of the values for a single various render passes in different of the term varies from software
camera angle remains fixed, but the component of a given pixel. A ways to control the look of a scene. package to software package.
camera moves towards or away from greyscale image has one colour
the subject; panning, in which the channel, an RGB image has three, Compression Dirt map See: Grime Map
camera position remains fixed, but and a CMYK image has four. When A technique for reducing the
the camera tilts or swivels in any applied to materials, the term refers quantity of data required to make up Displacement Map
direction to follow the action; and to one particular subset of the a digital image. Compression A recent advance on Bump Mapping.
tracking, in which the camera moves properties which determine the way techniques can be non-destructive Like a Bump Map, a Displacement
in a single plane at right angles to in which a surface reacts to light, (‘lossless’) or destructive (‘lossy’), in Map is a black-and-white image that
the area of interest. including colour, reflectivity, which part of the data set is discarded a 3D software package projects over
transparency, diffusion, specularity permanently. Converting still images the surface of a model to generate
Camera Path and bump. into JPEG format is one example of surface detail. Unlike a bump map,
The path in virtual space along which lossy compression. however, a Displacement Map
the camera moves during the course Character Animation modifies the actual underlying
of an animation. A sub-area of animation that deals Constrain geometry and is not merely a
with the simulation of the varied To restrict the motion of an object to rendering effect.
Camera Tracking movements of living creatures. one or two planes, or to a certain
Also known as match moving, Usually, before a character model can range of values within a plane, in DoF
camera tracking is the process of be animated, it must be set up with order to simplify the process of Depth of Field. The depth of field of a
‘extracting’ the motion of the camera an underlying skeleton, constraints animation. Constraints are specific lens is the range of acceptable
in space from a piece of live-action and controllers: this process is known commonly imposed on joints within focus in front of and behind the
footage. This motion data can then as rigging. a skeleton during the process of primary focus setting. It is a function
be imported into a 3D software rigging a character for animation, in not only of the specific lens used but
package and used to animate the Child See: Hierarchy. order to prevent that character from also of the distance from the lens to
virtual camera, in order to better performing actions that would be the primary focal plane, and of the
match the rendered output to that Colour Bleeding physically impossible. chosen aperture. Larger apertures will
of the source footage during the A physical phenomenon by which narrow the depth of field; smaller
compositing process. the colour of one object is seemingly Constructive Solid Geometry apertures will increase it.
transferred to a neighbouring object A modelling technique that
Caustics by light bouncing from one surface combines simple solid forms, or Environment Map
Patches of intense illumination to the other. Like caustics, colour primitives, into more complex An image intended to entirely
caused by the refraction of light bleeding is a complex real-world models, by means of Boolean enclose a scene, either to provide a
through a transparent object or the lighting effect, and one that operations. Common primitives convincing background, or to project
reflection of light from a reflective rendering software has only recently include the plane, the cube, the real-world lighting or reflection data
surface. One common example become able to simulate accurately. sphere, the cone and the torus. onto the surface of an object. >>
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Expression FBX format developed by Kaydara for projected across the surface of an the motion of a child object does not
A mathematical formula used to the interchange of motion data object, it breaks up that channel’s affect that of the parent.
define the value of a given attribute between 3D applications. flat, even value, creating realistic
of an object during animation. surface variations. History
The use of expressions forms a Flythrough A record of the previous values of the
procedural alternative to hand, or A type of animation in which the Group attributes of a 3D scene, enabling an
keyframe, animation. camera moves around a scene, rather A set of sub-objects within a model artist to revert immediately to a
than objects moving in front of a or scene that move and behave as a particular earlier state. The history is
Extrusion stationary camera. single entity, yet can still be split especially valuable during the
A modelling technique in which a apart (ungrouped), if necessary. Most modelling process.
two-dimensional outline or profile is Forward Kinematics complicated models are constructed
duplicated outwards along a linear Often abbreviated to FK, Forward from several less complex parts that Hull
path, and the set of duplicated Kinematics is a character animation need to maintain the same spacing A series of straight lines connecting
profiles joined to create a continuous technique for controlling the motion and orientation; grouping provides the CVs of a NURBS surface.
three-dimensional surface. of the bones in a chain – for example, a way of locking the relative positions
a limb – in which rotations propagate of the objects without joining Image-Based Lighting
Face from bone to bone towards the free them permanently. A technique in which a photographic
The front or back of an extruded end of the chain (in the case of a reference image is used as an
object. The shape from which a limb, towards the hand or foot). GUI environment map to control the
3D object has been extruded. Graphical User Interface. An icon- surface illumination of a 3D object,
Frame based interface that controls a 3D in order to create subtle real-world
Fall-off A still two-dimensional image. In software package. Although the GUI lighting effects.
The way in which the intensity of a computer animation, the term varies from program to program,
light diminishes with the distance ‘frames per second’ (fps) is a there are certain basic conventions In-betweening
from its source. In the real world, the measurement of the number of still governing the layout of the main The generation of intermediate
fall-off of light is governed by the frames displayed in one second to professional 3D applications. transition positions between two
inverse square law, which states that give the impression of a moving keyframes. The term is drawn from
the intensity is inversely proportional image. For film work, this value is Hard-Body Dynamics traditional cel animation, where a
to the square of the distance. usually 24; for the European PAL Also known as rigid-body dynamics, lead artist generates the beginning
However, in 3D software packages, it broadcast format, 25; and for the US hard-body dynamics simulate the and end keyframes of a sequence
is possible to use a variety of different NTSC broadcast format, 30 fps. physical behaviour of rigid objects (typically one second apart), a
mathematical formulae to describe that do not deform upon collision. breakdown artist does the
the relationship. F-Stop See: Aperture breakdowns (typically four frames
Hardware Rendering apart), and an ‘in-betweener’
F-Curve Global Illumination Also known as display rendering, completes the rest.
Function Curve. An F-Curve is A superset of the radiosity and hardware rendering previews a 3D
displayed in the Graph Editor of a raytracing rendering techniques. The scene within the viewports on a 3D Interpolation
3D software package, and is used goal of Global Illumination software package, providing real-time The mathematical procedure by
during the animation process both rendering is to compute all of the on-screen feedback about the effects which a 3D software package
to display and to control the way in possible light interactions between of changes made to that scene, but calculates the in-between positions
which a particular attribute of an surfaces in a given scene, and thus omitting certain processor-intensive between two keyframes.
object varies with time. obtain a truly photorealistic image. effects such as volumetrics,
All combinations of diffuse and shadowing and realistic refraction. Inverse Kinematics
File Format specular reflections and Often abbreviated to IK, Inverse
The format in which the data making transmissions must be accounted for. HDRI Kinematics is a character animation
up a particular 3D object or scene is Effects such as colour bleeding and High Dynamic Range Image. A 2D technique in which the end bone of a
stored. File formats come in two caustics must also be included in a image stored in a file format with a chain - for example, a limb - is
types: object formats, such as the global illumination simulation. greater range of luminance values assigned a goal object. When the goal
LWO format in LightWave or 3DS than a standard bitmap image. HDR object moves, the bone moves with
format in 3ds max, which contain Graph Editor images are often used as it, dragging the rest of the chain
only details of the geometry and The part of the GUI of a 3D software environment maps in image-based behind it. The movement propagates
surface properties of an object; and package where a particular attribute lighting techniques to create subtle, from the free end of the chain
scene formats, such as their LWS and of an object changes over time is real-world lighting effects. towards the fixed point: the reverse
MAX equivalents, which contain displayed graphically, in the form of of Forward Kinematics.
such global information as lighting, an F-Curve. Hierarchy
animation or camera data. The relationship of the sub-objects Isoparm
Other file formats supported by Grime Map within a model or a scene to one Lines on a NURBS surface connecting
most major 3D software packages Also known as ‘dirt maps’, grime another. Sub-objects may exist as points of constant U or V co-ordinate
include the DXF and IGES formats for maps are two-dimensional images parents, children or independents. A values, and representing cross-
CAD and NURBS models, the OBJ applied to a particular channel of a parent object controls the motion of sections of the NURBS surface in the
object format, and the cross-platform material. When the image is all child objects linked to it, although U or V directions.
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PICTURES: Simon Danaher


Joints Lip Synching
Points of articulation between the The process of matching a character’s
bones in a character rig. facial movements to a spoken
soundtrack during facial animation.
Keyframe
An image, or set of attributes for a 3D Lofting
scene, used as a reference point in A modelling technique in which a
animation. The artist usually sets up continuous three-dimensional
keyframes manually at significant surface is created by selecting and
points in the action, and the joining multiple two-dimensional
computer calculates the inbetween cross sections or profiles.
values automatically.
Look Development
Lathing The process of developing the look
A modelling technique in which a of a 3D scene by compositing
two-dimensional profile is duplicated separate render passes together in Without lights, the objects in a 3D scene will not display on rendering. The terminology of
in rotation around a reference axis, different permutations. CG lighting, and the techniques it employs, are similar to that of real-world cinematography
and the duplicates joined up to create
a continuous three-dimensional Low-Poly Modelling means the 3D object created as the them together later. Multi-pass
surface. Lathing is particularly useful The process of creating simplified end product of the modelling rendering can be used simply to
for creating objects with rotational models with low polygon counts, process. A variety of different speed up the rendering process, or in
axes of symmetry, such as plates, usually for use in videogames, where methods are used in 3D modelling, order to develop the look of a scene
glasses, vases or wheels. scenes must be rendered in real time, including polygonal, NURBS, Sub-D by compositing the different passes
by software with a limited ability to and metaball techniques. together in various permutations.
Layer handle complex models.
A level of an image that can be edited Modifier See: Deformer. Negative Light
independently of the rest of the image. Match-moving A light within a 3D scene that
See: Camera Tracking. Morph decreases the illumination on a
Lens To transform from one state to surface instead of adding to it.
In a real camera, a lens is a curved Material another. Morphing is commonly Negative lights can be used to remove
piece of glass or other transparent A set of mathematical attributes used in lip-synching, in order to ‘overspill’ in brightly lit scenes.
material that focuses light onto the that determine the ways in which transform the head model of a
film. Modern 3D software is capable the surface of a model to which they character between a variety of preset Normal
of simulating a variety of optical are applied reacts to light. These states (or ‘morph targets’), An imaginary line drawn from the
distortions created by imperfections attributes are sub-divided into corresponding to common facial centre of a polygon (or other geometry
in real-world lenses, adding realism individual channels. expressions, in order to create the object) at right angles to the surface.
to the rendered output. illusion of speech.
Mask Null
Lens Flare An area that can be protected and Motion Blur A point within a 3D scene that does
A bright pattern on an image caused isolated from changes applied to the An artefact of real-world not render out, but which is used as a
by the reflection and refraction of rest of the image. cinematography in which the reference for other objects.
light within a camera. Although lens camera’s target object is moving too
flares are actually artefacts of the Mesh quickly for the camera to record NURBS
photographic process, many 3D The surface geometry of a 3D model, accurately, and therefore appears Non-Uniform Rational B-Splines.
software packages offer artists the made up of a series of linked blurred. Many 3D software packages NURBS curves are two-dimensional
opportunity to add them deliberately geometry elements such as polygons, simulate motion blur as a rendering curves whose shape is determined by
in order to increase the realism of patches or NURBS surfaces. effect, in order to increase the realism a series of control points or CVs
rendered output. of 3D images or animation. between which they pass. When a
Metaball modelling series of such curves are joined
Light A technique in which models are Motion capture together, they form a three-
A point or volume that emits light created using spheres (or, more rarely, Often abbreviated to mo-cap, motion dimensional NURBS surface. Such
onto a 3D object. Types of light other primitive objects) that attract capture is the process of recording surfaces have a separate co-ordinate
supported within 3D packages and cling to each other according to the movements of a live actor, and space (known as UV co-ordinate
include Point lights, which emit light their proximity to one another and converting them to a 3D data format space) to that of the 3D scene in
in all directions from a single point; their field of influence. Metaball which can then be applied to a which they are situated. NURBS are
Spot lights, which emit light in a modelling is particularly useful for virtual character. commonly used to model organic
cone; Distant or Directional lights, creating organic objects. curved-surface objects.
which emit light rays in parallel, Multi-pass rendering
illuminating all surfaces within a Model To render out the lighting or surface Object
scene; and Area lights, which emit Used as a verb, to model means to attributes of a scene as separate A generic term describing any item
light from two-dimensional surfaces. build a 3D object. Used as a noun, it images, with a view to compositing that can be inserted into and >>
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manipulated within a 3D scene. Photogrammetry vertices for NURBS curves, or image projected from a slide
Models, lights, particle emitters and Also known as image-based employed as nulls to control lights or projector. There are several common
cameras are all objects. modelling, photogrammetry is the cameras, amongst other functions. projection types, including Planar,
process of generating a fully textured Cubic, Spherical and Cylindrical.
Object file See: File format. 3D model from a series of Polygon Which one is most appropriate
photographs of a real object. A geometry element formed by depends on the type of map being
Origin See: Co-ordinate System, Axis. Although it was once an expensive connecting three or more points. A projected, and the shape of the object
high-end technique, there is now a triangle, or three-point polygon, is it is being projected upon.
Parent See: Hierarchy. range of increasingly inexpensive the simplest form of polygonal
photogrammetry software packages geometry. Polygonal modelling is a Quad view
Patch on the market. fast, intuitive method of creating 3D A method of displaying 3D scenes
An area of a NURBS surface enclosed objects, but does not easily generate adopted by many high-end software
by a span square: the shape created Plane smooth curved surfaces. applications, in which a scene is
by the intersection of four isoparms, A two-dimensional surface in shown simultaneously in Top, Side,
two in the U direction, and two in Cartesian co-ordinate space. Post Processing Front and Perspective views.
the V direction. Essentially a flat sheet extending The manipulation of a rendered
infinitely in all directions, a plane image, either to improve the quality Radiosity
Particle System may be used to aid object of that image, or to create effects that A technique for rendering 3D scenes.
An animation system consisting of a manipulation, positioning and cannot easily be achieved directly Radiosity simulates the way in which
large number of very small points construction, and is not usually made within the 3D software itself. Some light bounces from surface to surface
whose behaviour is determined visible in a final render. 3D software packages can be set to within a scene, and is more accurate,
mathematically. A particle system automatically apply post-processing but also more processor-intensive,
typically consists of an emitter Plugin effects, such as motion blur or Depth than raytracing.
(which may be a point, surface or A small piece of third-party software of Field, after a frame is rendered.
volume, and may emit particles that is loaded into a 3D application Raytracing
directionally or in all directions) and in order to extend its functionality. Preset A technique for rendering 3D scenes.
a series of fields that determine the Plugins commonly perform such A pre-generated list of settings for a Raytracing traces the path of every
motion of those particles. Individual specialist tasks as file conversion or particular 3D software package. ray of light from its source until it
particles have a finite lifespan, and data export, texture generation, and Presets are usually used to control either leaves the scene or becomes
may possess attributes (such as physics or fluid simulation. There are and customise properties such as too weak to have an effect. The term
colour, radius, and opacity) that vary thousands of plugins currently rendering or lighting styles. Like is also sometimes applied to the
over the course of that lifespan. available on the Internet, both plugins, they may either be reverse method: tracing the path of
Particle effects are commonly used to commercially and as free downloads. commercial products, or freely every ray of light from the camera
simulate fire, smoke, steam and other downloadable from the Internet. backwards to the light source.
fluids, or to control complex Point
animations such as crowd scenes. A one-dimensional point in co- Preview Reflection Map
ordinate space. Points can be linked A time-saving method of checking An environment map used to
Phong See: Shading. up to form polygons, used as control the progress of a project by rendering simulate real-world reflection effects
it at a lower quality, resolution or on the surface of a 3D object.
frame rate than will be used for the Reflection maps render more quickly
final project. than methods that generate true
surface reflections, such as raytracing.
Primitive
A simple three-dimensional form Rendering
used as the basis for constructive The process of converting the 3D
solid geometry modelling data stored in a software package
techniques. Typical primitives into the two-dimensional image
include the plane, the cube, the ‘seen’ by the camera within the
sphere, the cone and the torus. scene. Rendering brings together the
scene geometry, Z-depth, surface
Procedural Texture properties, lighting set-up and
A texture map that is generated by a rendering method to create a finished
mathematical function, rather than a frame. Rendering comes in two
real-world bitmap image projected forms: Display or Hardware
over the surface of an object. rendering, used to display the scene
on-screen in the software package’s
Projection viewports; and the more processor-
The process by which a two- intensive Final-quality or Software
dimensional texture map is applied rendering, which generates an image
A 3D model, displayed here in wireframe format. Models are one of the basic building over the surface of a three- for output, and takes account of
blocks of 3D scenes, and may be created using a wide variety of modelling techniques dimensional object, as if it were an properties that Display rendering
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overlooks, such as shadows, Soft-Body Dynamics Three-Point Lighting Vertex See: Point.
reflections and post-process effects. The simulation of the behaviour of A system of CG lighting derived from
soft bodies that deform on collision real-world cinematography, in which Viewport
Resolution with other objects, such as cloth or a scene is illuminated by three light The region of the interface of a 3D
The size of the final image in pixels fluid flows. sources: a Key light, which acts as the software package in which the scene
when rendering out a scene. Higher- primary source of illumination for is displayed to the artist.
resolution renders contain more Specularity the scene; a Fill light, which
detail, but take longer to complete. A surface property of an object that illuminates shadow areas; and a Rim Volumetrics
determines the way in which light, which illuminates the edges of Volumetric lights are lights whose
Rigging highlights appear on that surface. objects and helps them stand out illumination can be observed
The process of preparing a character from the background. throughout a volume of space, rather
model for animation, including Spline See: NURBS. than simply where the light strikes a
setting up an underlying skeleton, Tiling surface. In similar fashion,
complete with constraints, Subdivision Surface The process of duplicating a texture volumetric textures are textures
controllers and kinematic systems, Also known as Sub-Ds, subdivision across the surface of an object. Tiling applied throughout a volume of
and linking it to the mesh of the surfaces are surfaces created using a textures must be created so that the space, rather than to a surface.
character model. technique midway between polygon edge of one aligns perfectly with that
and NURBS modelling. They consist of its neighbour, otherwise the result Walk Cycle
Scene of an underlying polygonal base is a series of ugly seams. High- A short sequence of animation
A set of 3D objects, including the mesh, which is automatically frequency textures are those in which containing the keyframes necessary
models themselves and the lights and subdivided by the software to create a patterns repeat at short intervals over to make a bipedal character take two
camera that will be used when smoothed final form. Sub-Ds an object’s surface; low-frequency consecutive steps. The sequence may
rendering them out. combine much of the power of textures are those in which the then be repeated over and over again
NURBS surfaces with the intuitive intervals are larger. to animate the character walking
Scene file See: File format. characteristics and ease of use of forward. Walk cycles may be
polygonal modelling tools. Timeline modified in many subtle ways to
Script A fundamental element of the suggest information about a
A small piece of code created in a 3D Sweep graphical user interface of most character’s age, gender, emotional
software package’s own internal A modelling technique similar to modern 3D software packages state or personality.
programming language, and used to extrusion in which a two- which shows the timing of the
automate common or complex tasks. dimensional profile is replicated keyframes in a sequence of Weighting
along a path, then joined to form a animation. Playback of the The process of determining which
Shading continuous three-dimensional animation may be controlled either bone in a skeleton affects which part
The mathematical process of surface. Unlike extrusion, however, by a series of VCR-like controls, of a model’s surface mesh. In many
calculating how a model’s surfaces this path need not be perpendicular or by clicking and dragging with cases, this is achieved by painting
react to light. A variety of alternative to the profile. By sweeping a circular the mouse to ‘scrub’ a slider to and weight maps onto the surface of the
algorithms can be used for the task, profile along a helical path, for fro along the timeline. model that delineate a particular
including Phong, Lambert, and Blinn example, it would be possible to bone’s area of influence.
shading models. Shaders are often model a coiled cable of the type Trimming
built up as node-based shading trees, commonly found on telephones. The process by which NURBS surfaces Wireframe
with each node controlling a specific are edited. The trimming tools allow A shading method in which a simple
aspect of the process. Symmetry 3D artists to define areas on a NURBS grid of lines is used to represent the
A modelling option in which any surface that will be made invisible basic contours of the underlying
Skinning changes made to the model are and not render out, even though model. For many 3D artists, this is a
The process of binding the surface of duplicated across an axis of their CVs still exist. Separate trimmed favoured mode to work in, since it
a model to the underlying skeleton reflectional symmetry. This makes it surfaces may be joined together by permits them to see faces and
during character rigging. possible to create complex using a variety of techniques, surfaces that would otherwise be
symmetrical objects, such as a including Attaching, Aligning, hidden by overlying geometry.
Skeleton human or animal head, without Filleting and Stitching.
An underlying network of bones used having to work directly on more than World axes
to define and control the motion of a one half of the model. UV Texture Co-ordinates See: Co-ordinate systems.
model during character animation. The co-ordinate system used for
Moving a bone causes the mesh of Texture assigning textures to polygonal Z-depth
the model to move and deform. A bitmap image that is applied to the models. Since UV co-ordinate space is The distance a particular point or
surface of 3D object to give it detail. two-dimensional, one of several surface lies inside a scene. Z-depth
Snapping Texture maps may be either projection methods must be used to information is used to calculate
The automatic alignment of one photographic images or procedural ‘unwrap’ the UVs from the model where a light casts shadows, and
object to another or to a reference textures, and may be applied in each and lay them flat on a plane. Once also to calculate which surfaces are
grid, intended to aid the precise of the material channels of an object unwrapped, the UV map may be visible to the camera during
placement of objects within a scene using a variety of mapping or screengrabbed and exported to a rendering, and which are obscured
or modelling hierarchy. projection methods. paint package for texture painting. by nearer geometry. ■

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