Codex Gamicus
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Skeletal animation
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Skeletal animation
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== Applications == Skeletal animation is the standard way to animate characters or mechanical objects for a prolonged period of time (usually over 100 frames). It is commonly used by video game artists and in the movie industry, and can also be applied to mechanical objects and any other object made up of rigid elements and joints. Performance capture (or [[motion capture]]) can speed up development time of skeletal animation, as well as increasing the level of realism. For motion that is too dangerous for performance capture, there are computer simulations that automatically calculate physics of motion and resistance with skeletal frames. Virtual anatomy properties such as weight of limbs, muscle reaction, bone strength and joint constraints may be added for realistic bouncing, buckling, fracture and tumbling effects known as virtual stunts. Virtual stunts are controversial due to its potential to replace stunt performers. However, there are other applications of virtual anatomy simulations such as military [http://www.digital-humans.org/main.htm] and emergency response. Virtual soldiers, rescue workers, patients, passengers and pedestrians can be used for training, virtual engineering and virtual testing of equipment. Virtual anatomy technology may be combined with [[artificial intelligence]] for further enhancement of animation and simulation technology.
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