Skeletal Animation of Animation Technology:Take “Griffin” As Example
碩士 === 南臺科技大學 === 多媒體與電腦娛樂科學系 === 105 === Games and movies nowadays include many imaginative creatures and animals as well as fictional characters. To integrate such characters into games and movies, 3D animation of characters has been a common technique. Since each character has individual appearan...
Main Authors: | , |
---|---|
Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2017
|
Online Access: | http://ndltd.ncl.edu.tw/handle/2brh75 |
id |
ndltd-TW-105STUT0641006 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-TW-105STUT06410062019-05-15T23:24:47Z http://ndltd.ncl.edu.tw/handle/2brh75 Skeletal Animation of Animation Technology:Take “Griffin” As Example 動畫骨架之動畫技術-以獅鷲獸為例 WANG,JHONG-PING 王忠平 碩士 南臺科技大學 多媒體與電腦娛樂科學系 105 Games and movies nowadays include many imaginative creatures and animals as well as fictional characters. To integrate such characters into games and movies, 3D animation of characters has been a common technique. Since each character has individual appearance and personality, how to present the features of each character has been a vital issue. This study analyzed the elements of presenting imaginative creatures based on the books of imaginative creature design, the image, history, and symbol of the griffin, and related literature on animals. The analytical results were combined with related knowledge and skills of 3D animation software to create characters. The study used 3D animation software as the main creation tool. The process included the construction of high polygon models, topology, the construction of bone structure, and the stages from weight bounding to weight adjustment. An overview of the configuration actions of character animation in the early stage and the key points of their implementaion was offered, in which the creation methods that facilitated users’ future operation and the implementation that reduces workloads were provided. This study served as a reference to readers and relevant industries. SHAO,MAO-KUN 邵茂坤 2017 學位論文 ; thesis 79 zh-TW |
collection |
NDLTD |
language |
zh-TW |
format |
Others
|
sources |
NDLTD |
description |
碩士 === 南臺科技大學 === 多媒體與電腦娛樂科學系 === 105 === Games and movies nowadays include many imaginative creatures and animals as well as fictional characters. To integrate such characters into games and movies, 3D animation of characters has been a common technique. Since each character has individual appearance and personality, how to present the features of each character has been a vital issue.
This study analyzed the elements of presenting imaginative creatures based on the books of imaginative creature design, the image, history, and symbol of the griffin, and related literature on animals. The analytical results were combined with related knowledge and skills of 3D animation software to create characters.
The study used 3D animation software as the main creation tool. The process included the construction of high polygon models, topology, the construction of bone structure, and the stages from weight bounding to weight adjustment. An overview of the configuration actions of character animation in the early stage and the key points of their implementaion was offered, in which the creation methods that facilitated users’ future operation and the implementation that reduces workloads were provided. This study served as a reference to readers and relevant industries.
|
author2 |
SHAO,MAO-KUN |
author_facet |
SHAO,MAO-KUN WANG,JHONG-PING 王忠平 |
author |
WANG,JHONG-PING 王忠平 |
spellingShingle |
WANG,JHONG-PING 王忠平 Skeletal Animation of Animation Technology:Take “Griffin” As Example |
author_sort |
WANG,JHONG-PING |
title |
Skeletal Animation of Animation Technology:Take “Griffin” As Example |
title_short |
Skeletal Animation of Animation Technology:Take “Griffin” As Example |
title_full |
Skeletal Animation of Animation Technology:Take “Griffin” As Example |
title_fullStr |
Skeletal Animation of Animation Technology:Take “Griffin” As Example |
title_full_unstemmed |
Skeletal Animation of Animation Technology:Take “Griffin” As Example |
title_sort |
skeletal animation of animation technology:take “griffin” as example |
publishDate |
2017 |
url |
http://ndltd.ncl.edu.tw/handle/2brh75 |
work_keys_str_mv |
AT wangjhongping skeletalanimationofanimationtechnologytakegriffinasexample AT wángzhōngpíng skeletalanimationofanimationtechnologytakegriffinasexample AT wangjhongping dònghuàgǔjiàzhīdònghuàjìshùyǐshījiùshòuwèilì AT wángzhōngpíng dònghuàgǔjiàzhīdònghuàjìshùyǐshījiùshòuwèilì |
_version_ |
1719146817092845568 |