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动漫制作中动作与合成编辑器的研究

发布时间:2018-05-08 03:09

  本文选题:动画制作 + 编辑器 ; 参考:《武汉理工大学》2007年硕士论文


【摘要】: 长期以来,常规的传统动画工艺复杂,全部用手工操作,需要大量的人力、物力和巨大的工作量,而且制作周期长,返工率高,耗费资金多。 随着计算机介入动画制作后,在动画领域引起了一场革命,这场革命的表现在两个方面,一是速度;二是效果。 当前,国内外计算机动画技术发展迅速,在制作二维、三维动画中创造出不少新方法、新技术,在不同程度上采用了计算机辅助制作动画,代替手工动画工艺,逐步实现电脑化,已有很大进展,在电影艺术制作中出现了很多优秀的动画作品。手工动画的优势与计算机动画的优势结合,乃是今后动画制作的发展方向。 本文主要研究如何开发一个二维动画制作编辑器,实现二维物体的绘制、简单的运动,尽可能减少绘制部分(即关键帧的绘制),利用计算机插值实现运动的中间过程。 本文主要在计算机图形学的基础上,研究了动画制作中矢量化绘图、编辑、动画关键帧插值技术以及动画的实现方法。在本文的第四章是对系统进行总体设计以及系统基本功能的分析设计。第五章详细地分析了动画角色绘制部分的图元类、角色类的数据结构以及类的定义。然后介绍了其中几个关键技术的实现方法,,例如基本图元的绘制、图元如何合并成角色以及图元的保存和导入方法。第六章主要是动作设计编辑部分的详细设计及实现,除了前面介绍的线性插值方法来产生中间帧,这里还介绍了样条驱动的动画生成方法,以及一些由算法控制生成的动画效果,另外在系统中插入了声音播放系统,从而增加了动面场景的真实感。
[Abstract]:For a long time, the conventional traditional animation technology is complex, all with manual operation, which requires a lot of manpower, material resources and huge workload, and the production cycle is long, the rate of rework is high, and the cost is much. With the computer intervention in animation production, a revolution has been caused in the field of animation. This revolution is manifested in two aspects, one is speed and the other is effect. At present, the technology of computer animation is developing rapidly at home and abroad. In the process of making 2D and 3D animation, many new methods and new techniques have been created. In different degrees, computer-aided animation has been used instead of manual animation technology. In the process of computerization, great progress has been made, and many excellent animation works have appeared in the production of film art. The combination of the advantages of manual animation and computer animation is the development direction of animation production in the future. This paper mainly studies how to develop a two-dimensional animation editor to realize the drawing of two-dimensional objects, simple motion, reduce the drawing part as far as possible (that is, key frame rendering), and use computer interpolation to realize the intermediate process of motion. On the basis of computer graphics, this paper studies the techniques of vectorization drawing, editing, animation key frame interpolation and the realization of animation. In the fourth chapter, the overall design of the system and the basic functions of the system are analyzed and designed. In the fifth chapter, we analyze the meta class, the data structure and the definition of the class in detail. Then several key techniques are introduced, such as drawing the basic elements, how to merge the elements into roles, and how to save and import the elements. The sixth chapter is mainly about the detailed design and implementation of the editing part of the action design. In addition to the linear interpolation method described earlier to generate the middle frame, this chapter also introduces the spline driven animation generation method. And some animation effects controlled by the algorithm are also introduced into the system to enhance the reality of moving surface scene.
【学位授予单位】:武汉理工大学
【学位级别】:硕士
【学位授予年份】:2007
【分类号】:TP391.41

【引证文献】

相关硕士学位论文 前2条

1 张晔;动漫产业竞争力国际比较研究[D];东华大学;2012年

2 张杨;基于游戏引擎的影视动画创作及应用的研究[D];湖南大学;2011年



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