4,540 research outputs found

    Drawing from motion capture : developing visual languages of animation

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    The work presented in this thesis aims to explore novel approaches of combining motion capture with drawing and 3D animation. As the art form of animation matures, possibilities of hybrid techniques become more feasible, and crosses between traditional and digital media provide new opportunities for artistic expression. 3D computer animation is used for its keyframing and rendering advancements, that result in complex pipelines where different areas of technical and artistic specialists contribute to the end result. Motion capture is mostly used for realistic animation, more often than not for live-action filmmaking, as a visual effect. Realistic animated films depend on retargeting techniques, designed to preserve actors performances with a high degree of accuracy. In this thesis, we investigate alternative production methods that do not depend on retargeting, and provide animators with greater options for experimentation and expressivity. As motion capture data is a great source for naturalistic movements, we aim to combine it with interactive methods such as digital sculpting and 3D drawing. As drawing is predominately used in preproduction, in both the case of realistic animation and visual effects, we embed it instead to alternative production methods, where artists can benefit from improvisation and expression, while emerging in a three-dimensional environment. Additionally, we apply these alternative methods for the visual development of animation, where they become relevant for the creation of specific visual languages that can be used to articulate concrete ideas for storytelling in animation

    Building and Using a Character in 3D Space

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    The goal of this thesis was to take a character from concept to creation and animation. A variety of skills in 2D and 3D computer graphics were used in order to design and build the character for a 3D space. The character was taken from flat concept to 3D model, and then rigged with a skeleton in the 3D program Maya so that the character could be animated. The focus of the animation is a walk cycle

    Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation

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    Virtual beings are playing a remarkable role in today’s public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive “stick figurefleshing-outskin mapping” graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A “creative model-based method” is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes

    A Comprehensive Analysis of Balance, Symmetry, and Center of Mass in the Gait Cycle of Transfemoral Amputees

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    The purpose of this thesis is to create a framework that assists in the transfemoral prosthesis fitting process by calculating balance and symmetry to quantify patient comfort with an understanding of bipedal locomotion and human anatomy. Three different software applications were used to compare (1) the body position during gait cycle, (2) the natural and amputee anatomies, (3) the natural and prosthetic legs, and (4) the equilibrium and torque movements of the hip, knee, and ankle joints. Models were created in Maya for analysis in Solidworks and MEL code evaluation with MatLab. The MatLab code tested combinations of joint degrees and identified stability leg rotations. Additionally, the center of mass (COM) analysis demonstrated that the 3rd combination of materials for the prosthetic leg proved to be closest in COM position to the natural leg (COMNL ratio = 0.6241) with a COM ratio = 0.5972. COM determination assists in establishing symmetry in the prosthesis and amputee relationship. The (COM) alteration contributors were established as the stump length, prosthesis weight, and body position and anatomy

    3D Animation: Creating an Experiential Environment.

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    This thesis is a supporting paper for three of my 3D animations created and presented for a Master of Fine Arts graduate exhibition. It discusses how the two realms of graphic design and 3D animation helped me to develop my heuristic techniques of creating animations. Using the three animations as examples, I make an attempt to explain how linear and figurative images influence each other in the creative process of creature/character development. I also discuss the various influences and cumulative explorations behind the imageries of animation. A brief discussion about Asian Indian aesthetic concepts and the general methodology of creating 3D animation using Alias|Wavefront Maya is also included

    Uncanny creek: concept art and 3D modeling

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    When I started college, I thought I wanted to pursue a career in illustration. I chose to major in animation because it was, in my opinion, the closest thing offered here at Ball State that would help me fulfill that goal. The logic wasn’t sound, but I’m glad I made that choice. Being immersed in animation, I have found that my true passion lies in 3D modeling and concept art. To be competitive in my field, it is important that I have a strong body of work that showcases my competency in both concept art and 3d modeling to make me competitive in the industry. I created concept art and 3D models for a hypothetical game package I’ve titled Uncanny Creek to be presented in my professional portfolio.Honors CollegeThesis (B.?

    Creating animation for a video game opening - The War of water

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    The project creates 3D animation for a video game opening. The main idea of this animation is to ask people to save the water. The designer created the characters, the story, and the animation. The main stage is set in 2116 AD. The world has no clean water, and the main character, Taimei, is a twenty-year-old girl, who is going to find a new source of water for all of humanity. On the other hand, the R.O.C. Robot Army is doing everything they can to stop her. This game will adapt Japanese cartoon style with Toon Shader and Toon Outlines in Three-dimensional; the duration of the animation will be one and a half minutes long

    The Educational Experience of Virtual Reality: An Archaeological Case Study of the Maya Site, Vista Alegre

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    Archaeological visualization has a long history within the discipline, relying on technological advancements to aid in recording, interpreting, and educating about sites and projects. Though computer graphics have been used as archaeological visualizations for decades, hardware advancements have begun to allow for broader consumer use of Virtual and Augmented Reality platforms in homes, schools, and museums. This thesis explores the applications of Virtual and Augmented Reality platforms for archaeological visualization, specifically in the area of public education. To this end, a 3D model and virtual experience of the Maya site of Vista Alegre in Mexico are created, methodologically explained, and examined to relate history, theory, and the goals of utilizing this medium within the archaeological discipline while expanding on the ethical requirements and empirical methods of praxis. In all, this technology both produces tangible, quantifiable, and accurate data and makes these data more accessible to the general public. Image from Proskouriakoff (1970[1946]
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