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Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual ...
Geoff Peterson is an animatronic human skeleton that served as the sidekick on the late-night talk show The Late Late Show with Craig Ferguson.He was voiced and operated by Josh Robert Thompson and first appeared on The Late Late Show on April 5, 2010.
The holotype, ZCDM V5000, is the largest specimen, consisting of a nearly complete skeleton with a skull, compressed on a slab, of an adult individual. The paratypes are the two other specimens: ZCDM V5001 consisting of a skeleton of a smaller individual and part of the same slab as the holotype; and ELDM V1001, a juvenile estimated to have ...
Video of an interactive skeletal and model editor with introduction to the basic theory, University of Washington, USA. Deformable Objects and Characters project, University of Washington, USA. Has example videos of the techniques. Motion Libraries for Character Animation project, University of Washington, USA. Has example videos of the techniques.
The skeleton can also be put on an automatic timer that turns its glowing eyes on for six hours each day — handy if you only want them to light up at night. Once he was put together, I loved how ...
Finger tracking of two pianists' fingers playing the same piece (slow motion, no sound) [1]. In the field of gesture recognition and image processing, finger tracking is a high-resolution technique developed in 1969 that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D.
James's thief carries the skeleton out of the lab and unwittingly exposes it to rain. When the carriage taking the skeleton overturns, the skeleton - now coming alive - escapes. Emmanuel tries to follow the carriage, but turns back after seeing a cloaked figure nearby. Returning home, Emmanuel finds that the skeleton's fleshy finger has begun ...
Viable hand geometry devices have been manufactured since the early 1970s, making hand geometry the first biometric to find widespread computerized use. [4] Robert Miller realized the distinctive features of hand sizes and shapes could be used for identification and patented the first automated hand geometry device at the Stanford Research Institute in 1971.