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基于游戏引擎的引擎电影创作

     

摘要

In order to overcome the techniques and art threshold in the production of the traditional animation, this paper has mentioned a method of using game engines to solve the problem that it is difficult for the non-professionals to express their ideas. There are two parts in this method. One is the research of the game engines, and the other is the generation method of virtual cameras' automatically capture. This paper aimed at finding a way for the majority of amateur enthusiasts to produce professional and creative animation. The following steps were adopted by referring to the already existed game engines on the market. Step one: Compare Machinimas which were produced by different types of engines and analyze their pros and cons. Step two: Integrate the existing re- sources and improve it according to the enthusiasts' ideas. Step three: Make good use of the film aesthetic rules and guide the enthusiasts to complete the virtual camera shooting work in the game scene automatically or heuristically. The results have shown that the Torque 3D engine adopted in this paper has obvious advantages. It can effectively solve the problem that it was difficult to produce the machinimas as it used to be. It also fulfils the script delimited by the enthusiasts. And thus it can produce Machinimas with both art and technology.%针对传统动画影片制作存在技术及美术门槛的问题,提出一种方法即利用游戏引擎来解决非专业领域人士表达自身想法难的问题。其中包括游戏引擎方面的研究和虚拟相机自动拍摄的生成方法。结合市面上已经出现的游戏引擎,通过对比不同类型的引擎所制作出来的引擎电影,分析比对其优劣,整合已有的资源,在原有的基础上进行改进,使引擎电影能更好地表达玩家的想法,利用电影美学规则自动地或启发式地指导玩家完成游戏场景中虚拟摄像机的拍摄工作,从而帮助广大的业余动画爱好者制作出具有专业水准的创意短片。结果表明,本文使用的Torque3D引擎具有明显优势,能有效解决制作影片门槛高的问题,同时满足玩家自定义的脚本,进而生产出兼具美术与技术的影片。

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