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Humanoid animation (H-Anim)
Part 1: Architecture

3 Terms and definitions

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For the purposes of this document, the following terms and definitions apply.

3.1
avatar

virtual character serving as the representative of a real character

3.2
character

thing or person to which action is directed or upon which something operates

3.3
displacer

specification of movement restrictions for an H-Anim figure

3.4
end effector

site for use by inverse kinematics systems

3.5
field

property or attribute of an Object

3.6 feature point

surface feature on the body, making a significant contribution to overall appearance

3.7
H-Anim figure

articulated 3D representation that depicts an animated character as defined in this International Standard

3.8
humanoid

single H-Anim figure

3.9
joint

position in an H-Anim figure where articulation may occur

3.10
inverse kinematics (IK)

mathematical process of recovering the movements of an object in the world from some other data.

3.11
level of articulation (LOA)

degree of fidelity based on number of joints in an H-Anim figure

3.12
Object

elemental data type that contains a set of fields of other data types and/or other objects

3.13
pose

humanoid figure posture for the initial geometric model of an H-Anim figure

3.14
representation system

system capable of displaying and manipulating an H-Anim figure

3.15
rig

entire skeletal structure created after model geometry is completed

3.16
segment

portion between joints of an H-Anim figure that represents geometry and appearance

3.17
site

location of semantic interest within an H-Anim figure

 

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