Dissertations / Theses on the topic 'Animation'
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Knoell, Tiffany L. "Animating America: Warner Bros. Animation During the Depression." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1331398666.
Full textMarcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.
Full textJones, Timothy. "Animating community : reflexivity and identity in Indian animation production culture." Thesis, University of East Anglia, 2014. https://ueaeprints.uea.ac.uk/53461/.
Full textPappas, Michael A. "Experimental animation." Virtual Press, 1994. http://liblink.bsu.edu/uhtbin/catkey/917014.
Full textDepartment of Art
MAGALHAES, MARCOS AMARANTE DE ALMEIDA. "SPONTANEOUS ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=5561@1.
Full textThis work seeks to define the creative process in the cinematographic animation, inside its spontaneous and intuitive nature, not always deriving from rational deductions. Animation and Design are compared in its holistic and multidisciplinary characteristics, which favor the use and acknowledgement of intuition in their processes. Animation is characterized as the human faculty of analysis and synthesis of movements, which has been demonstrated far before the invention of cinema. The techniques and processes presently used in animation are then described and classified according to bibliographic sources. From these fundamentals, a definition for Spontaneous Animation is searched, with the help of the biographical reports on three great masters of animation: Norman McLaren (1914-1987), Fernando Diniz(1918-1999) and Len Lye (1901-1980). Four well succeeded didactic initiatives in animation are described: the Animathon (animation marathon), the Open Studio of the Anima Mundi Festival, the Anima School project and the Life Drawing and Animation Workshop. In the final considerations, conclusion is that the approach of animation through intuitive and spontaneous methods is shown to facilitate and motivate the awakening of a yet little know faculty of the human being: that of being able to reproduce and control time through virtual movements.
Fraidoon, Noora. "ANIMAtion Studio." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/25223.
Full textMaster of Architecture
Rossouw, Wilan Burger. "Interchanging animation." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/53341.
Full textMini Dissertation (MArch(Prof))--University of Pretoria, 2015.
tm2016
Architecture
MArch(Prof)
Unrestricted
Jerlardtz, Emilia. "Anatomy and Animation: Anatomically Based Animation Skeletons for Quadrupeds." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13442.
Full textStainback, Pamela Barth. "Computer animation : the animation capabilities of the Genigraphics 100C /." Online version of thesis, 1990. http://hdl.handle.net/1850/11460.
Full textde, Almeida Johansson Cezar. "Animation och gestalter : En studie om hur förenklade animationer påverkar gestaltbildning." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5294.
Full textSharaf, Nada [Verfasser]. "CHRvis: an animation extension for animating constraint handling rules / Nada Sharaf." Ulm : Universität Ulm, 2019. http://d-nb.info/1190727315/34.
Full textLin, Xinze. "Web-based Sprite Sheet Animator for Sharing Programmatically Usable Animation Metadata." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-197456.
Full textThörner, Eddie, and Alexander Tyrling. "Animation av fräsverktyg." Thesis, Halmstad University, School of Business and Engineering (SET), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4650.
Full textBjörklund, Niklas. "Acting in animation." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-4698.
Full textIt is important to remember actors and animators are similar in many respects, but also very different in some. They both frame and provide life to a character, through thoughts and feelings. To obtain a better understanding of how professional animators work and what methods they use, this thesis contains general background information on animation and the Principles in Animation, as well as the analysis of acting and the different acting concepts. By studying these methods and utilizing them in my own work, a short animation was developed to visualize a characters personality through his actions. The result was then applied to a questionnaire to determine if the audience could pick out the characters personality only through the animation without dialog, music, or sound. According to the interviewed audience, they could feel some of the characters emotions and pick out some of the inner thoughts and feelings from the animation.
Saunders, Breton M. "Fast animation dynamics." Thesis, University of Cambridge, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.621917.
Full textKim, Hana 1980. "Multimodal animation control." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/29661.
Full textIncludes bibliographical references (leaf 44).
In this thesis, we present a multimodal animation control system. Our approach is based on a human-centric computing model proposed by Project Oxygen at MIT Laboratory for Computer Science. Our system allows the user to create and control animation in real time using the speech interface developed using SpeechBuilder. The user can also fall back to traditional input modes should the speech interface fail. We assume that the user has no prior knowledge and experience in animation and yet enable him to create interesting and meaningful animation naturally and fluently. We argue that our system can be used in a number of applications ranging from PowerPoint presentations to simulations to children's storytelling tools.
by Hana Kim.
M.Eng.
Yu, Jinhui. "Stylised procedural animation." Thesis, University of Glasgow, 1999. http://theses.gla.ac.uk/6737/.
Full textRobison, David J. "Community Animation Workshop." Bradford University, 2006. http://hdl.handle.net/10454/4016.
Full textThe University of Bradford has recently pioneered a radical approach to engaging children and young people in learning about technology and the arts, thanks to funding provided by the English Arts Council. Young people engaged with youth services in the Bradford area were invited to take part in innovative performance art and digital media sessions held at the University. The sessions had a tangible output for the young people. The result was four one-minute ¿motion-captured¿ animations containing original music and dance ¿ produced by the participants themselves, with the help of experienced workshop leaders. This was packaged on a DVD which also contained a video documentary about the workshops, filmed as they were taking place by local film-maker and lecturer, David Robison. The participants were also able to take away their work on their mobile phones, video phones and portable Play-stations.
Morisawa, Tomohiro. "Producing animation : work, creativity, and aspirations in the Japanese animation industry." Thesis, University of Oxford, 2013. http://ora.ox.ac.uk/objects/uuid:a38a83ae-d123-4192-94b1-4279ab82b521.
Full textHui, Gan Sheuo. "The concept of selective animation : dropping the "limited" in limited animation." Kyoto University, 2008. http://hdl.handle.net/2433/136473.
Full text0048
新制・課程博士
博士(人間・環境学)
甲第13937号
人博第410号
新制||人||101(附属図書館)
19||人博||410(吉田南総合図書館)
UT51-2008-C853
京都大学大学院人間・環境学・環境学研究科共生人間学専攻
(主査)准教授 加藤 幹郎, 教授 篠原 資明, 准教授 小倉 紀蔵
学位規則第4条第1項該当
Ivarsson, Osvald. "Real time animation control in Android : Improving the workflow of creating and configuring animations." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172847.
Full textSmartphones har blivit kraftfullare än någonsin, vilket har gjort att antalet animationer i appar har ökat snabbt. Men sättet som dessa animationer utvecklas och konfigureras på har inte förbättrats lika snabbt. I det här examensarbetet undersöks hur ett typiskt arbetsflöde ser ut vid utveckling av animationer till appar. Det här arbetsflödet förbättras sedan genom att ta fram en prototyp som gör det möjligt att konfigurera animationer direkt på den mobila enheten. Det förbättrade arbetsflödet innebär att utvecklingstiden för att konfigurera animationer sjunker samtidigt som utvecklarna känner sig mer nöjda.
Montanari, Lucia. "Frattali e computer animation." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14685/.
Full textBillström, Johan, and Alexander Fjellström. "3D-animation i reklamfilm." Thesis, Södertörn University College, School of Communication, Media and it, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2597.
Full textStudy objects: Three different productions companies which the authors have chosen to be anonymous. Purpose: The purpose with this study is to examine why production companies choose to use 3D-animations in television commercials, and what different kind of aspects affects their decisions. Theoretical: The theoretical chapter reviews the history of 3D-animation andtelevision commercials and other fields that will be relevant laterin the analysis and discussion. Method: A case study has been made on three different companies, two of the companies are active in post-production and the other one is active in the consulting area. Data was collected through semistructured interviews with two of the companies. The last interview was conducted via e-mail. Conclusions: There were different ground aspects (economy, control, targetaudience, consumer impression) that affected a productioncompany’s decision in whether or not to use 3D-animation in theirproductions of television commercials.
Anders, Jörg. "Character-Animation mit Blender." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800841.
Full textOttosson, Joakim, and Stefan Eriksson. "3D Animation Karlshamns AB." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1524.
Full textIndustriell animation som visar en komplicerad process på ett enkelt och pedagogiskt sätt.
Detta är en reflektionsdel till en digital medieproduktion.
Connor, Daniel F. "Simulating three-dimensional animation /." Online version of thesis, 1988. http://hdl.handle.net/1850/11551.
Full textMAGALHAES, MARCOS AMARANTE DE ALMEIDA. "THE TIME OF ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25672@1.
Full textEste trabalho aborda os benefícios trazidos pela prática da produção de animações para um indivíduo e para a coletividade. A discussão apresentada tem como base a experiência do autor nas áreas do cinema de animação e da educação audiovisual, assim como os textos e pensamentos de Len Lye, Walter Benjamin e outros autores sobre questões de percepção e compreensão do tempo e de suas dimensões. A produção de dois curtas-metragens sobre animação, Doutor, meu filho é Animador de 14 minutos e O Filme de Fernando de 22 minutos, é utilizada como recurso para a investigação de temas como a imagem como signo para reflexão e comunicação; o conceito de imagem cética, que não traz um pensamento constituído por definições absolutas, mas aceita múltiplas e evolutivas interpretações; a construção de registros de memória; o conceito de key frames ou posições-chave aplicadas como marcas temporais tanto para um tempo micro (ilusão de movimentos) como macro (memória coletiva e história); e a possibilidade de compreensão do tempo e de suas diversas dimensões, de um jeito particular por cada indivíduo, a partir da experiência de produção de um filme de animação. O trabalho apresenta também uma revisão de iniciativas pedagógicas envolvendo a aplicação dos benefícios da animação na educação formal, tendo como referência os projetos Anima Escola no Brasil e o CAP na Dinamarca, projetos com atuações semelhantes e simultâneas durante uma mesma década. Como anexo da tese, é apresentada ainda a Cartilha Anima Escola, material didático sobre animação elaborado para professores, integralmente escrito pelo autor.
This work addresses the benefits brought by animation s producing practices to individuals and to the collectivity. The presented discussion is based on the author s experience in the areas of Animation Cinema and Audiovisual Education, as well as in the writings and thoughts of Len Lye and Walter Benjamin, among other authors, concerning questions on perception and the understanding of Time and its dimensions. The production of two short films about animation, Doctor, my son is an Animator, 14 minutes, and Fernando s Film, 22 minutes, is used as means for the investigation of themes such as the Image as a sign for reflection and communication; the concept of the skeptic image, which does not bring a way of thinking constituted by absolute definitions, but rather accepts multiple and evolutional interpretations; the construction of memory registers; the concept of key frames applied as temporal marks for a micro time (Illusion of movement) as well as for a macro time (Collective Memory and History); and the possibility to understand Time and its various dimensions in a particular way by each individual, starting from the experience of producing an animation film. The work also presents a revision of pedagogical initiatives concerning the application of the benefits brought by animation into the formal education, having as reference the Brazilian Anima Escola and the Danish CAP, two projects with similar and simultaneous actions during the same decade. The Anima Escola s Handbook is presented as an annex to the thesis, as a didactic piece about animation for teachers, entirely written by the author of this work.
Pickup, David Lemor. "Example-based water animation." Thesis, University of Bath, 2013. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.607612.
Full textEzzat, Tony F. (Tony Farid). "Trainable videorealistic speech animation." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/8020.
Full textIncludes bibliographical references (p. 53-58).
I describe how to create with machine learning techniques a generative, videorealistic, speech animation module. A human subject is first recorded using a videocamera as he/she utters a pre-determined speech corpus. After processing the corpus automatically, a visual speech module is learned from the data that is capable of synthesizing the human subject's mouth uttering entirely novel utterances that were not recorded in the original video. The synthesized utterance is re-composited onto a background sequence which contains natural head and eye movement. The final output is videorealistic in the sense that it looks like a video camera recording of the subject. At run time, the input to the system can be either real audio sequences or synthetic audio produced by a text-to-speech system, as long as they have been phonetically aligned. The two key contributions of this work are * a variant of the multidimensional morphable model (MMM) [4] [26] [25] to synthesize new, previously unseen mouth configurations from a small set of mouth image prototypes, * a trajectory synthesis technique based on regularization, which is automatically trained from the recorded video corpus, and which is capable of synthesizing trajectories in MMM space corresponding to any desired utterance. Results are presented on a series of numerical and psychophysical experiments designed to evaluate the synthetic animations.
by Tony Farid Ezzat.
Ph.D.
McGill, Jarrett. "Finding Personality in Animation." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/honors/642.
Full textPROVOT, XAVIER. "Animation realiste de vetements." Paris 5, 1997. http://www.theses.fr/1997PA055029.
Full textPegorier, Claire. "Animation d'acteurs de synthèse." Paris 8, 1995. http://www.theses.fr/1995PA081020.
Full textRobert, Christian. "Animation en long sejour." Limoges, 1988. http://www.theses.fr/1988LIMO0179.
Full textRipp, Raymond. "Animation graphique et interactivité." Université Louis Pasteur (Strasbourg) (1971-2008), 1991. http://www.theses.fr/1991STR13081.
Full textZongker, Douglas. "Creating animation for presentations /." Thesis, Connect to this title online; UW restricted, 2003. http://hdl.handle.net/1773/6862.
Full textBjörkqvist, Sara. "A comparative study between factual animation and cartoon animation in a learning context." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130021.
Full textHolmqvist, Lucas, and Eric Ahlström. "Comparing Traditional Key Frame Animation Approach and Hybrid Animation Approach of Humanoid Characters." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14813.
Full textSafuoglu, Hikmet. "Within normal limits /." Online version of thesis, 1991. http://hdl.handle.net/1850/11610.
Full textFisher, Adam. "Mashed /." Online version of thesis, 2010. http://hdl.handle.net/1850/11753.
Full textBeccaletto, Stefano. "Leap Aided Modelling & Animation." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13320/.
Full textWang, Huamin. "Practical water animation using physics." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31745.
Full textCommittee Chair: Greg Turk; Committee Member: C. Karen Liu; Committee Member: Irfan Essa; Committee Member: Jarek Rossignac; Committee Member: Peter J. Mucha. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Blackstone, Eric A. "Hydrogen sulfide induced suspended animation /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/5075.
Full textTorstensson, Erik. "Physically-based Real-time Animation." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10076.
Full textThe field of real-time computer animation is undergoing major changes, and many of the methods used to this point are no longer sufficient to achieve the degree of realism that is desired. There is a need for an animation method that provides greater realism, simpler ways to create animations, and more vivid and lifelike virtual creatures. This thesis suggests the possibility of doing that with a physically-based method, by researching current and alternative solutions, developing an architecture for a physically-based system, and describing an implementation of such a system.
Jokela, Juha. "Naturvetenskaplig animation inom QUASI-projektet." Thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-238.
Full textDenna rapport är en del i mitt examensarbete för att animera vad som händer i en jästcell när den utsätts för salt. Mälardalens Högskola deltar i ett EU-finansierat forskningsarbete kallat QUASI-projektet. Det är ett projekt som pågår mellan olika högskolor i Europa. Projektet forskar i biokemiska processer på cellnivå. Animationen är tänkt att hjälpa lärare och studenter att förstå ämnet bättre.
Allander, Karl, Jim Svanberg, and Mattias Klittmark. "Intresseväckande Animation : Utställningsmaterial för Mälsåkerprojektet." Thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-703.
Full textUnder sommaren 2006 öppnar Mälsåker Slott för allmänheten och ett av de planerade projekten är en multimedial utställning om norrmän som tränades där i hemlighet under andra världskriget.
Författarna till denna rapport är alla studenter av informationsdesign, med inriktning mot illustration på Mälardalens Högskola. Då vi har ett stort intresse av animation föreföll detta projekt mycket intressant.
Vi ingick i en projektgrupp som innefattade dataloger, textdesigners samt illustratörer. Illustratörernas del av projektet var att skapa det visuella materialet på ett intresseväckande sätt. I rapporten undersöks möjliga lösningar för animation, manér, bilddramaturgi samt de tekniska förutsättningar som krävs för att skapa ett lyckat slutresultat. Rapporten beskriver tillvägagångssättet för att uppnå dessa mål vilket inkluderar metoder som litteraturstudier, diskussioner samt utprovningar. Utställningsformen är experimentell och arbetet har därför givit ett slutresultat som kan ses som en
fallstudie i sig.
Utprovningar av det färdiga materialet visar att vi efter förutsättningarna lyckats uppnå ett gott resultat. Animerat bildspel fungerar i sammanhanget bra som informativt utställningsmaterial.
Picard-Limpens, Cécile. "Expressive Sound Synthesis for Animation." Phd thesis, Université de Nice Sophia-Antipolis, 2009. http://tel.archives-ouvertes.fr/tel-00440417.
Full textSimmler, Urs. "Design Animation Option (DAO) Creo1.0." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-68481.
Full textChih-KuoYeh and 葉智國. "2.5D Cartoon Animation and Animating Streamlines." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/27984826403786047301.
Full text國立成功大學
資訊工程學系
103
This dissertation introduces {em double-sided 2.5D graphics}, aiming at enriching the visual appearance when manipulating conventional 2D graphical objects in 2.5D worlds. By attaching a back texture image on a single-sided 2D graphical object, we can enrich the surface and texture detail on 2D graphical objects and improve our visual experience when manipulating and animating them. A family of novel operations on 2.5D graphics, including rolling, twisting, and folding, are proposed in this work, allowing users to efficiently create compelling 2.5D visual effects. Very little effort is needed from the user's side. In our experiment, various creative designs on double-sided graphics were worked out by the recruited participants including a professional artist, which show and demonstrate the feasibility and applicability of our proposed method. Furthermore, we addresses a challenging single-view modeling and animation problem with cartoon images. Our goal is to model the hairs in a given cartoon image with consistent layering and occlusion, so that we can produce various visual effects from just a single image. We propose a novel 2.5D modeling approach to deal with this problem. Given an input image, we first segment the hairs of the cartoon character into regions of hair strands. Then, we apply our novel layering metric, which is derived from the Gestalt psychology, to automatically optimize the depth ordering among the hair strands. After that, we employ our hair completion method to fill the occluded part of each hair strand, and create a 2.5D model of the cartoon hair. By using this model, we can produce various visual effects, e.g., we develop a simplified fluid simulation model to produce wind blowing animations with the 2.5D hairs. To further demonstrate the applicability and versatility of our method, we compare our results with real cartoon hair animations, and also apply our model to produce a wide variety of hair manipulation effects, including hair editing and hair braiding. In the end, we present a smooth cyclic variable-speed Repeated Asymmetric Patterns (RAPs) animation model that emulates orthogonal advancing waves from a geometry-based flow representation. It enables dense accurate visualization of complex real world flows using animated streamlines of an elegant placement coupled with visually appealing orthogonal advancing waves. The animation model first performs velocity (magnitude) integral luminance transition on individual streamlines. Then, an inter-streamline synchronization in luminance varying along the tangential direction is imposed. Next, tangential flow streaks are constructed using evenly-spaced hue differing in the orthogonal direction. In addition, an energy-decreasing strategy is proposed that adopts an iterative yet efficient procedure for determining the luminance phase and hue of each streamline in HSL color space. To increase the contrast between flow streaks, an adaptive luminance interleaving in the direction perpendicular to the flow is further applied. We demonstrate the effectiveness of the animation model using some synthetic and real flows.
盧雅宣. "Animation Ordering of Debugging Animation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/00915677810602616547.
Full text國立臺灣師範大學
資訊工程研究所
99
Understand the code in the software development process is a very important part. With the increasing complexity of the program, understanding the code has also become increasingly difficult, conventional debugger for helping programmers will become limited. Especially in the existing software, programmer have to add new functionality or make refactoring code, is bound to some or all of the code to understand the operation of the process, face to the complex and large data structures. We can not understand those code in short time. When the text debugger’s effectiveness has limited, there were many visual programming software provider to help developers understand the complex structure. To make the program developers understand from the graphical changes to the operation of the program, we developed xDiva, a software visualization system. Through visual metaphors (visualization metaphor, VM) itself changes and position changes to render an animation, and shown in the animation of the program's dynamic behavior between the two breakpoints . How to make animation meaningful, let program developers understand the code when the animation can be obtained from the information they need. In this paper, we try to search a sequence from the different sequence of events, and then find out the closer animation sequence of human thinking.
WANG, JHONG-PING, and 王忠平. "Skeletal Animation of Animation Technology:Take “Griffin” As Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/2brh75.
Full text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.