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This document explores the concepts of skeletal animation and skinning techniques as introduced by Ladislav Kavan. It emphasizes the challenges of animating 3D models, particularly focusing on vertex animation, where each vertex of the model is animated individually. This method, while useful for simple objects, presents difficulties in control due to the high number of degrees of freedom (DoFs) and the significant data storage requirements. We will discuss how these techniques can be optimized for complex animations.
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