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Markus Daum

Disney Research » High-Quality Capture of Eyes - 1 views

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    Even though the human eye is one of the central features of individual appearance, its shape has so far been mostly approximated in our community with gross simplifications. In this paper we demonstrate that there is a lot of individuality to every eye, a fact that common practices for 3D eye generation do not consider. To faithfully reproduce all the intricacies of the human eye we propose a novel capture system that is capable of accurately reconstructing all the visible parts of the eye: the white sclera, the transparent cornea and the non-rigidly deforming colored iris. These components exhibit very different appearance properties and thus we propose a hybrid reconstruction method that addresses them individually while respecting their inter-dependencies. The result of our system is a complete model of both spatio-temporal shape and texture at an unprecedented level of detail. The captured eyes will not only enable the creation of more believable digital humans but have potential applications in fields other than computer graphics, such as ophthalmology. Finally, we believe that the findings of this paper will alter our community's current assumptions regarding human eyes, and our work has the potential to significantly impact the way that eyes will be modelled in the future.
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Markus Daum

X-Ray GIFs Give You a Peek Inside Your Joints - 2 views

Markus Daum

R3DS: Wrap - 0 views

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    Wrap is a topology transfer tool. It allows to utilize the topology you already have and transfer it onto your new 3D-scanned data. The resulting models will not only share the same topology and UV-coordinates but also will naturally become blendshapes of each other.
Markus Daum

Creature Rigs - 0 views

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    "Welcome to our website. We, a couple of Tech-Artists (and geeks) decided to come up with our vision about having a platform where we can put out our ideas and discuss with everyone as well. We are fans of open-source, learning so much from the community and we would like to give something back. The reason creaturerigs.com was created. We are CharacterTDs mainly working with Autodesk Maya among other softwares. Check out our Tools and Rigs available in the Download section of our website. Go Ahead, check it out, have interesting fun with it and we would love to have your feedback on anything and everything. In the Coming weeks, we will continue to share more ideas, break down Animation Rigs with traditional setups, showcase our own setups and develop/maintain Auto-Rigging tools as well."
Markus Daum

DashDotSlash: Human Skeleton Anatomy Reference and Model - 0 views

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    free download of a human skeleton model
Markus Daum

Area :: GDC 2011 - David Coleman - Creating QT interfaces for Maya and MotionBuilder - 2 views

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    David Coleman - Creating QT interfaces for Maya and MotionBuilder This Masterclass will demonstrate the workflow of creating interfaces in QT Designer, and connecting them to functions within Maya and MotionBuilder. The basics of QT Designer will be covered, along with connecting sliders to drive facial blendshapes using the same interface for both Maya and MotionBuilder. Some techniques for procedurally creating QT widgets using PyQt will also be demonstrated.
Markus Daum

Women's Tennis - The Beauty of the Power Game - Video Feature - NYTimes.com - 2 views

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    A video gallery of top female tennis players - in slow motion.
Markus Daum

Animated walks and runs on Vimeo - 2 views

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    some rigging reference... ;-)
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    Hey I was just about to post that and beaten by you!
Markus Daum

ngSkinTools - character skinning plugin for Autodesk Maya | ngskintools.com - 1 views

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    "character skinning made easy" ngSkinTools is a skinning plugin for Autodesk Maya, introducing new concepts to character skinning such as layers, any-pose-mirroring, enhanced paint brushes, true smoothing, and more. LAYERS Skinning layers are a central feature of ngSkinTools. With them, you break your rig down into easier manageable parts and edit them separately, then blend everything together through layer transparency. They're not just a simple way to make your work more organized - they also physically isolate groups of influences from the rest of the rig, so paint and edit operations won't mix-in influences you were not expecting. This also allows you do things that were impossible before: per-layer mirroring, adjusting influence weight up/down through layer transparency, blend transfered weights with previous weights, to name a few. MIRRORING You won't be needing to go to T-pose again when going through paint+mirror cycle, you can mirror in any pose now. There's also a much greater control over what influences mirror onto which one: associating left-right influences by name without prefix, manual association overrides, etc. Mirroring is also layer-friendly, so you can mirror just the parts of your model you're currently working on - very helpful, when you want to keep other parts of your rig intact. PAINTING ngSkinTools has it's own set of paint tools, which are capable of working on a per-layer basis. Each tool maintains it's own intensity, which is handy when toggling between smooth and replace through shift-modifier. Smooth is completely redesigned and you're going to just love it:) smoothing The new smooth brush gives much better results, as it operates on all influences of a vertex at once. For even greater control, the more precise "relax weights" tool is there, which also can smooth across mesh boundaries and thin meshes. COMPATIBILITY ngSkinTools operate on standard maya's skinCluster (also known as "smooth skin"), so no custom nodes will be req
Brad Noble

Creation Platform Rigging Paradigm | Fabric Engine - 3 views

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    An interesting read from Phil Taylor, one of the key guys behind CAT, ICE and now Fabric. He's gone from building an entire rigging system within a program, then building an entire node network system within a program to building an entire program to support a whole new rigging system. He doesn't lack for ambition.
Markus Daum

ArtsyPoses - 0 views

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    - improve your drawing skills - learn new techniques - see other artists work check out models > drawing tool
Dave Short

Leg Length, Body Proportion, and Health: A Review with a Note on Beauty - 1 views

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    Abstract Decomposing stature into its major components is proving to be a useful strategy to assess the antecedents of disease, morbidity and death in adulthood. Human leg length (femur + tibia), sitting height (trunk length + head length) and their proportions, for example, (leg length/stature), or the sitting height ratio (sitting height/stature × 100), among others) are associated with epidemiological risk for overweight (fatness), coronary heart disease, diabetes, liver dysfunction and certain cancers.
Markus Daum

A New Form of Peristaltic Locomotion in a Robot - YouTube - 1 views

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    This robotic concept uses a braided mesh that can be continuously deformed to create smooth waves of motion. http://biorobots.cwru.edu/projects/softworm/
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    let's throw in some random stuff... ;-)
Dave Short

Drawsh: Anatomy - 1 views

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    Simple anatomy for the artist, decent reference and simplification.
Dave Short

Mark McDonnell: Working with Style & The Female Form Union/Disney Handout - 1 views

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    I don't generally share too much of what I teach as it's either for the Studio's or for the classes I teach at the Animation Union/American Animation Institute) and I would like to give the students some one-of-a-kind instruction and first dibs on the ideas I teach.
Markus Daum

FaceTracker - C/C++ API - 0 views

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    FaceTracker is a C/C++ API for real time generic non-rigid face alignment and tracking. Goal: Non-rigid face alignment and tracking is a common problem in computer vision. It is the front-end to many algorithms that require registration, for example face and expression recognition. However, those working on algorithms for these higher level tasks are often unfamiliar with the tools and peculiarities regarding non-rigid registration (i.e. pure machine learning scientists, psychologists, etc.). Even those directly working on face alignment and tracking often find implementing an algorithm from published work to be a daunting task, not least because baseline code against which performance claims can be assessed does not exist. As such, the goal of FaceTracker is to provide source code and pre-trained models that can be used out-of-the-box, for the dual purpose of: 1. Promoting the advancement of higher level inference algorithms that require registration. 2. Providing baseline code to promote quantitative improvements in face registration. Features: * Real time: ranging from 20-30 fps (depending on processor, compiler and use of OpenMP) * Generic: designed to work for most people under most conditions * No training required: a pre-trained model is provided * Detection based initialisation: no user intervention required * Automatic failure detection: requires no user re-initialisation * Camera or video input
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    Thanks Maurizio for the link!
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