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Animation Image Education Technique in Cartoon Film Production

机译:卡通电影制作中的动画形象教育技术

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I introduce an expert skill education technique about unique 'movement impression' The impression is an expert skill method and it is very important for education of animation production. The reason is a non-linear element as 'mental motion' exists in a human sense of an eye. Mental motion is not a physical motion, but is felt be real by audience. I put some examples as a kind of 'mental motion'. Each element which constitutes an animation is an exaggeration and transformation of an object that is in a perspective of an object, a timing of movement of a character and a change of acceleration when an object moves. It is an important element in the education making up in an animation production that is understanding about exaggerations of volume and time about the increase and decrease of volume deformation. Education technique is training for an animator on the basis of conventional repeated practice, which is able to understand these elements sensuously. But it was difficult to let them study it from a principle numerically and effectively. Education technique to suggest on this paper, I do the non-linear function that an animation picture has in form to be able to see numerically and to let them understand it from a principle. I explain an execution procedure of this method. The students extract frame data from an existing animation work. They pull out only an existing character part in data. They extract movement of a character with two dimensions virtual bone and, from an appearance of a character, divide a movement ingredient of the character. They build virtual three dimensions bone in the cause with two dimensions bone that they made it. They cover three dimensions bone that made it with a character set with an original image as skin. They compose Three dimensions of animations made by such a procedure and two dimensions of original animations. They extract difference movement part data of a three dimensions character and a two dimensions character from a made animation. They understand the characteristic that each data have from extracted difference part data. It becomes easy for a student that non-linear shape transformation and a change of a movement timing let they understand an existing thing in movement of a character of two dimensions animations by going through a procedure of this technique. It surely need a lot of time to execute this method. But, the students get possible to control time to need in understanding briefly so that they are different from a training method on the basis of conventional repeated practice, and there is an element of digitalization of a principle. In addition, what relation of bone and skin can understand that is made as an education effect by enforcement of repeat training.
机译:介绍关于独特的“动作印象”的专家技能教育技术。印象是一种专家技能方法,对动画制作的教育非常重要。原因是非线性元素,因为“心理运动”存在于人眼中。心理运动不是身体运动,而是听众感觉是真实的。我举一些例子作为一种“心理运动”。构成动画的每个元素都是从对象的角度对对象的夸大和变换,角色移动的时机以及对象移动时加速度的变化。它是动画制作中组成教育的一个重要元素,该知识是了解有关体积变形的增加和减少的体积和时间的夸大。教育技术是在常规重复实践的基础上对动画师进行的训练,能够明智地理解这些要素。但是,很难让他们从一个原理上进行数值和有效的研究。在本文中建议的教学技术,我做动画图像具有形式上的非线性功能,以能够从数字上看到并让他们从原理上理解它。我解释这种方法的执行过程。学生从现有的动画作品中提取帧数据。他们仅提取数据中现有的角色部分。他们从二维虚拟骨骼中提取角色的动作,并从角色的外观划分角色的动作成分。他们使用原因制作的二维骨骼来构建虚拟的三维骨骼。它们覆盖了三个维度的骨骼,使其具有以原始图像作为皮肤的字符集。它们组成了通过此过程制作的动画的三个维度和原始动画的两个维度。他们从制作的动画中提取三维角色和二维角色的差异运动部分数据。他们从提取的差异部分数据中了解每个数据的特性。通过学习该技术的过程,非线性形状变换和移动定时的改变使学生容易理解二维动画角色的移动中存在的事物。执行此方法肯定需要很多时间。但是,学生可以控制时间以进行简短的理解,从而使他们不同于基于常规重复练习的训练方法,并且具有原理数字化的元素。另外,通过反复训练的实施,可以将骨骼与皮肤的什么关系理解为教育效果。

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