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Description:
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This thesis concentrates on hands and their production as concerns a larger -scale
pipeline with multiple secondary or tertiary characters . It establishes a platform from
which many unique hands can be produced from a single , rigged hand . Emphasis is
given to automating a large amount of the rigging and sculpting processes through
use of high and low -level user interfaces so users of varying skill can use this thesis
effectively . Systems for sculpting the hand and animating the hand are created for
their own specific purposes and linked together through the interface to create a tool
for modeling a new hand from an existing mesh , having the new hand automatically
rigged for animation and ready to use with only minor adjustments by the user .
A system is developed conclusively that allows for the efficient mass production
of tertiary character assets . Unique hands are quickly and correctly created with the
ability to connect them to digital characters . This method can be applied not only
to hands , but other parts of characters as well . Eventually full secondary or tertiary
characters can be created using this method of production . |