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		<id>https://pm.haifa.ac.il/index.php?title=StumpfJessie337&amp;diff=108819&amp;oldid=prev</id>
		<title>StumpfJessie337:&amp;#32;Created page with 'Software that helps shut video game characters into real-life figures, using a 3D printer, has been cultivated by Harvard computer scientists.  Computer figures shaped without th…'</title>
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				<updated>2012-08-07T02:33:46Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;#39;Software that helps shut video game characters into real-life figures, using a 3D printer, has been cultivated by Harvard computer scientists.  Computer figures shaped without th…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Software that helps shut video game characters into real-life figures, using a 3D printer, has been cultivated by Harvard computer scientists.&lt;br /&gt;
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Computer figures shaped without the constraints of the physical world are difficult to print.&lt;br /&gt;
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So the team designed a tool that identifies ideal locations for a real-world figure's joints.&lt;br /&gt;
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But a lawyer described if the technology were to come on the mass market, copyright issues could arise.&lt;br /&gt;
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Three-dimensional printers, which set up objects layer-by-layer using materials such as plastic, wood or chocolate, have been used to make toys, jewellery, car parts and even artificial limbs.&lt;br /&gt;
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But making cartoon or computer games characters was more of a challenge, said Moritz Bacher, one of the researchers on the team.&lt;br /&gt;
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Continue reading material the main story&lt;br /&gt;
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Start Quote&lt;br /&gt;
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You can be a character so anatomically skewed that it would never be able to stand up in real life”&lt;br /&gt;
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Moritz Bacher&lt;br /&gt;
Harvard University&lt;br /&gt;
&amp;quot;In animation you're not necessarily making an effort to model the physical world perfectly - the model only has to be good enough things to convince your eye,&amp;quot; he said.&lt;br /&gt;
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&amp;quot;You can build a character so anatomically skewed that it would never be able to stand up in real life, and you can make deformations that aren't physically possible.&amp;quot;&lt;br /&gt;
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The researcher had said although most video game characters were created with skeletons that help animators turn the figures around on the screen, they were different from those in real-life objects.&lt;br /&gt;
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&amp;quot;As an animator, you can maneuver the skeletons and create weight relationships with the surface points, but the skeletons inside are non-physical with zero-dimensional joints - they're not of good use to our fabrication process at all.&lt;br /&gt;
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&amp;quot;In fact, the skeleton frequently protrudes outside the body entirely.&amp;quot;&lt;br /&gt;
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The team planned software that identifies the ideal locations for a computer-game figure's joints.&lt;br /&gt;
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It is difficult to be able to see where the joints are just by looking at a character in 2D.&lt;br /&gt;
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The software then optimises the location and the size of the joints for the physical world and produced the best possible model.&lt;br /&gt;
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It also explanations a computer character's skin and enhances the texture, making it possible for details such as scales on a snake to appear on a printed object.&lt;br /&gt;
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The researchers say the tool could be rewarding for artists and animators to experiment with a moving character.&lt;br /&gt;
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&amp;quot;If you articles one of these articulated figures, you can experiment with different stances and movements in a natural way, as with an artist's mannequin,&amp;quot; said Mr Bacher.&lt;br /&gt;
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3D printing has been intended to print various objects - even food&lt;br /&gt;
But if the technology were to come on the market for the mass consumer to use, a major issue could arise - copyright.&lt;br /&gt;
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&amp;quot;In principle, there is nothing illegal about this technology as it has not been deliberated in order to infringe copyright or to avoid any anti-piracy measures,&amp;quot; said Mark Corran, a solicitor from Briffa, a London-based intellectual-property law firm.&lt;br /&gt;
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&amp;quot;Commercially, I'd anticipate that the intention is to license this hardware to, for example, Microsoft or Sony for use with their devices.&lt;br /&gt;
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&amp;quot;If the device was sanctioned by Microsoft or Sony, then there should be no infringement.&lt;br /&gt;
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&amp;quot;However, where someone has established the images for a character in a game, which will be held within the code of the game,… using this technology to make a 3D copy of a 2D on-screen image for the character would be an infringement.&amp;quot;&lt;br /&gt;
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		<author><name>StumpfJessie337</name></author>	</entry>

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