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Lucy Waving Hello Using NURBS Control Point Animation

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Uploaded on Nov 24, 2009

This is my first real attempt using NURBS animation using Seamless3d. For NURBS animation the control points are transformed for each frame instead of transforming the mesh's vertices. This involves the computer rebuilding the model for each frame so this type of animation is much more CPU intensive than skinning but is not a problem for making movies because all the rendering is done in non real time. In addition to the control points being transformed, the control points at the joints are also morphed which allows the joints to be molded as desired by the artist throughout the animation, so the animation no longer has to be compromised by the distortion you get from skinning. NURBS animation frees the artist to do much the same sorts of things I have admired about clay animation.

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