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Hierarchical Animation

Represent a complex object as a hierarchy of nodes, which are organized in parent-child relationships so as to form a tree. A node may possess geometry or may be used simply as a grouping and re-orientation device (null object). A motion of a node (e.g., the upper arm) influences all the nodes below it (e.g., the lower arm, hand, fingers). (Demo in Cinema 4D and Maya)

Inverse Kinematics

A basic way of animating a hierarchical structure is to set the rotation for the upper arm, then for the lower arm, then for the hand ("Forward Kinematics", FK). It is hard to reach a given target such as a coffee cup using FK. "Inverse Kinematics", IK, is a standard way to solve this problem. Here the software simulates how a chain of limbs would behave if one drags the final element. Typically, one can set limits for the bending angles.

Bones

Morphing

In order to animate a face, one typically stores several versions ("morph targets", "blend shapes") of its geometry and blends them in different percentages, storing only these percentage values as animation. Typical morph targets are "visemes" (mouth shapes for particular sounds; compare "phonemes") plus facial expressions such as similing, frowning, etc. Advantages: much less memory comsumption than recording all vertices; much easier to handle. Typcially, all morph targets have to have the same mesh structure, differing only in the positions of the vertices. To blend several shapes, form a weighted average vertex by vertex. The weights control the balance of the shapes. Negative weights and weights in excess of 100 % are interesting, though most 3D software doesn't offer them. Demo with Cinema 4D and Maya

Motion Capture ("MoCap")