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=== Disciplines of 3D animation === There are many different disciplines of 3D animation, some of which include entirely separate artforms. For example, hair simulation for computer animated characters in and of itself is a career path which involves separate workflows,<ref>{{cite book | doi=10.1145/1401132.1401247 | chapter=Realistic hair simulation: Animation and rendering | title=ACM SIGGRAPH 2008 classes | date=2008 | last1=Bertails | first1=Florence | last2=Hadap | first2=Sunil | last3=Cani | first3=Marie-Paule | last4=Lin | first4=Ming | last5=Kim | first5=Tae-Yong | last6=Marschner | first6=Steve | last7=Ward | first7=Kelly | last8=Kačić-Alesić | first8=Zoran | pages=1–154 | isbn=978-1-4503-7845-1 | url=https://hal.inria.fr/inria-00520270/file/finalcoursenotes2008.pdf }}</ref> and different software and tools. The combination of all or some 3D computer animation disciplines is commonly referred to within the animation industry as the 3D animation pipeline.<ref>{{Cite web |last1=Naghdi |first1=Arash |last2=Adib |first2=Payam |last3=Adib |first3=Arash Naghdi and Payam |date=2021-05-10 |title=3D Animation Pipeline: A Start-to-Finish Guide (2023 update) |url=https://dreamfarmstudios.com/blog/3d-animation-pipeline/ |access-date=2024-05-21 |website=Dream Farm Studios |language=en-US}}</ref> {| class="wikitable" |+Examples of disciplines within the 3D animation pipeline !Discipline !Explanation !Tools !Examples |- |Face Rigging |A facial rig is a rig that includes muscles, deformation, mesh displacement, and other techniques to enable the animation of facial expressions, and phonemes for lip syncing. |Autodesk Maya, Blender |In 'Avatar, Way of Water', WETA workshops meticulously designed the digital muscles in the faces of their characters so that their emotional range could be comparable to that of a human.<ref>{{Cite web |date=2022-12-21 |title=Exclusive: Joe Letteri Discusses Wētā FX's new Facial Pipeline on Avatar 2 - fxguide |url=https://www.fxguide.com/fxfeatured/exclusive-joe-letteri-discusses-weta-fxs-new-facial-pipeline-on-avatar-2/ |access-date=2024-05-21 |website=www.fxguide.com/ |language=en-US}}</ref> |- |Facial Animation |This is the process of animating facial animations, [[Lip sync|lip-syncing]], and animating [[phoneme]] blend-shapes (shapes that the face morphs into) |Autodesk Maya, Blender, Autodesk 3DS Max |In Pixar's 'Turning Red', animators took influence from [[anime]] style facial expressions to inform their animation.<ref>{{Cite web |last=laurenlola |date=2022-03-09 |title="Turning Red" Animators on Anime Influences and Working with Domee Shi |url=https://caamedia.org/blog/2022/03/09/turning-red-animators-on-anime-influences-and-working-domee-shi/ |access-date=2024-05-22 |website=CAAM Home |language=en-US}}</ref> |- |Character Animation |Specifically the animation of characters. 3D character animation is its own specialty do to the complexity required to animated dancing, running, fighting, or high fidelity motion such as playing basketball. |Autodesk Maya, Blender |Pixar's 'Incredibles' won the 2004 [[Visual Effects Society Award for Outstanding Animated Character in an Animated Feature]] |- |Cloth Simulation |Cloth simulation is a subset of simulation but specifically for things like clothes. In modern 3D computer animation, cloth simulation is becoming more and more advanced and widely used. |Houdini, Blender |Pixar's 'Coco' advanced the use of high fidelity clothes by designing new tools to combine cloth simulation with character animation.<ref>{{cite book | chapter-url=https://doi.org/10.1145/3214745.3214801 | doi=10.1145/3214745.3214801 | chapter=Better collisions and faster cloth for Pixar's Coco | title=ACM SIGGRAPH 2018 Talks | date=2018 | last1=Eberle | first1=David | pages=1–2 | isbn=978-1-4503-5820-0 }}</ref> |}
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