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ArtDuck Studios dedicated team of animators use their animation skills to manipulate the digital models. In order to manipulate a mesh, it is given a digital armature (sculpture). This process is called "rigging". Our team uses many other techniques for creating 3D animations, such as mathematical functions (gravity, particle simulations), simulated fur or hair, effects such as fire and water and the use of Motion Capture to name but a few. Many 3D animations are very believable and are commonly used as special effects for recent movies.
ArtDuck Studios is highly experienced in character animation, environment animations, mechanical objects, and various other fields of animation.
 

Environment animation

The animation team of ArtDuck Studios can skillfully animate natural 3D environments by creating entire forests with millions of animated trees and plants.
We can fly over infinite terrains with high level quality and attention to every detail.

ArtDuck Studios uses the latest up-to-date technology available for the purpose of environment animation.
Our exceptional team of talented animators or the production personnel can effectively create highly detailed and natural animated environments.

ArtDuck Studios makes environment animation look much more realistic by using particle systems technique to simulate natural effects, which are otherwise very hard to reproduce with conventional rendering techniques. Examples of such effects which are commonly done with particle systems include: fire, explosions, smoke, flowing water, sparks, falling leaves, clouds, fog, snow, dust, meteor tails, or abstract visual effects like glowing trails, magic spells, etc.
 

Character animation

For character animation, ArtDuck Studios uses very advance skeletal animation techniques. There are several advantages of using these techniques for character animation. It allows us to control just those characteristics of the model that are independently moveable. A character cannot move the bottom part of their shin independent of the top part. Typically a visual model for the shin will have different elements that the animator would otherwise have to coordinate. Using a skeleton allows the animator to ignore such issues and focus on the large scale motion.

At ArtDuck Studios therefore, animation is made much simpler and realistic. An animation can be defined by simple movements of the bones, instead of vertex by vertex (in the case of a polygonal mesh).

Skeletal animation is the standard way to animate characters or mechanical objects for a prolonged period of time. ArtDuck Studios uses the skeletal animation techniques in the video game and the movie industry, and it can also be applied to mechanical objects and any other object made up of rigid elements and joints.

The experience of ArtDuck Studios in the field of the gaming industry projects it as a leader.

ArtDuck Studios also produces Morph target animation (per-vertex animation). This is a method of 3D computer animation that is sometimes used as an alternative to skeletal animation. Morph target animation is stored as a series of vertex positions. In each key frame of the animation, the vertices are moved to a different position.
Depending on the renderer, the vertices will move along paths to fill in the blank time between the key frames or the renderer will simply switch between the different positions, creating a somewhat jerky look. The former is used more commonly.

At ArtDuck Studios we understand the advantages of using morph target animation over skeletal animation. The artist has more control over the movements because he or she can define the individual positions of the vertices within a key frame, rather than being constrained by skeletons. This can be useful for animating cloth, skin, and facial expressions because it can be difficult to form those things to the bones that are required for skeletal animation.
 

 
 
     
 
     
 
     
 
     
 
     
 
 

 

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