分析关键帧动画和动作捕捉的案例研究

M. Izani, Aishah, A. Eshaq, Norzaiha
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引用次数: 3

摘要

传统的动画是通过在连续的胶片上拍摄一系列单独的图画而产生的运动幻觉来制作的。格林伯格(1997)解释说:“动画是一种刻意诠释的‘生活幻觉’。”在过去的70年里,无论是在手绘动画还是定格动画中,都有这种做法,因此,它并不是试图完全模仿人类和动物的生活。”根据历史时间轴,有许多形式的动画已经被引入。这包括细胞动画,粘土动画,停止帧动画,三维(3D)计算机动画和虚拟现实。随着这个行业的快速发展,各种类型的技术、方法和计算机技术得到了发展,例如关键帧动画、非线性动画、动作捕捉、程序动画等。通常有两种流行的制作电脑动画的方法;关键帧动画和动作捕捉。两者都有自己的拥护者。作者认为,本研究对揭示动画制作的实际过程及其优缺点具有重要意义。研究结果和讨论将有助于指导生产,特别是在决定选择正确的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysis of the keyframe animation and motion capture case studies
Traditionally animation is produced by drawing illusion of movement created by photographing a series of individual drawings on successive frames on film. Greenberg (1997) explains, "Animation is a deliberately interpreted "illusion of life." It has been practiced for the last 70 years in both drawn and stop motion animation, and as such, is not an attempt to mimic human and animal life exactly." According to the historical timeline, there are many forms of animation that have been introduced. This includes cel animation, clay animation, stop frame animation, three dimensional (3D) computer animation and virtual reality. With the rapid growth of this industry, various types of techniques, methodologies and computer technologies have been developed, for instance the keyframe animation, non-linear animation, motion capture, procedural animation and etc. Generally there are two popular methods in producing computer animation; keyframe animation and motion capture. Both have their own adherents. The authors believe that this research is important to reveal the actual process and its advantages/disadvantages for animation production. The findings and discussions would be useful for production guidelines, especially in making decision to choose the right method.
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