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  1. Morph target animation (or per-vertex animation) is a method of 3D computer animation that is sometimes used in alternative to skeletal animation. Morph target animation is stored as a series of vertex positions. In each keyframe of the animation, the vertices are moved to a different position. Depending on the renderer, the vertices will move along paths to fill in the blank time between the ...

  2. Instead of using several meshes, we could store 1 mesh, and export a morph map texture for each pose. Each texel rgb gives the scaled offset xyz of a vertex. 512x512 supports ~260,000 vertices. Sample textures in a vertex shader and interpolate as normal.

  3. Texture-based animation uses pixel color to create the animation on the character face. 2D facial animation is commonly based upon the transformation of images, including both images from still photography and sequences of video. Image morphing is a technique which allows in-between transitional images to be generated between a pair of target ...

  4. Animation – rapid display of a sequence of images of 2-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision. The most common method of presenting animation is as a motion picture or video program, although several other forms of presenting ...

  5. The morph targets of the mesh.primitive are dictionaries that map the attribute name "POSITIONS" to accessor objects that contain the displacements for each vertex. Image 18a shows the initial triangle geometry in black, and the displacement for the first morph target in red, and the displacement for the second morph target in green.

  6. 3D morphing is another approach. Rather than being a film industry technique, it’s used with 3D modelling. This type of morphing animation is used to transition between different movements. Each movement or pose is defined by a morph target. It’s used to animate objects that haven't got skeletal structure.

  7. Morph target animation reduces the workload by giving higher level control, where different facial expressions are defined as deformations of the model, which facial allows expressions to be tuned intuitively. Morph target animation can then morph the model between different defined facial expressions or body poses without much need for human ...

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