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動漫制作中動作與合成編輯器的研究

發(fā)布時間:2018-05-08 03:09

  本文選題:動畫制作 + 編輯器; 參考:《武漢理工大學(xué)》2007年碩士論文


【摘要】: 長期以來,常規(guī)的傳統(tǒng)動畫工藝復(fù)雜,全部用手工操作,需要大量的人力、物力和巨大的工作量,而且制作周期長,返工率高,耗費資金多。 隨著計算機介入動畫制作后,在動畫領(lǐng)域引起了一場革命,這場革命的表現(xiàn)在兩個方面,一是速度;二是效果。 當(dāng)前,國內(nèi)外計算機動畫技術(shù)發(fā)展迅速,在制作二維、三維動畫中創(chuàng)造出不少新方法、新技術(shù),在不同程度上采用了計算機輔助制作動畫,代替手工動畫工藝,逐步實現(xiàn)電腦化,已有很大進展,在電影藝術(shù)制作中出現(xiàn)了很多優(yōu)秀的動畫作品。手工動畫的優(yōu)勢與計算機動畫的優(yōu)勢結(jié)合,乃是今后動畫制作的發(fā)展方向。 本文主要研究如何開發(fā)一個二維動畫制作編輯器,實現(xiàn)二維物體的繪制、簡單的運動,盡可能減少繪制部分(即關(guān)鍵幀的繪制),利用計算機插值實現(xiàn)運動的中間過程。 本文主要在計算機圖形學(xué)的基礎(chǔ)上,研究了動畫制作中矢量化繪圖、編輯、動畫關(guān)鍵幀插值技術(shù)以及動畫的實現(xiàn)方法。在本文的第四章是對系統(tǒng)進行總體設(shè)計以及系統(tǒng)基本功能的分析設(shè)計。第五章詳細(xì)地分析了動畫角色繪制部分的圖元類、角色類的數(shù)據(jù)結(jié)構(gòu)以及類的定義。然后介紹了其中幾個關(guān)鍵技術(shù)的實現(xiàn)方法,,例如基本圖元的繪制、圖元如何合并成角色以及圖元的保存和導(dǎo)入方法。第六章主要是動作設(shè)計編輯部分的詳細(xì)設(shè)計及實現(xiàn),除了前面介紹的線性插值方法來產(chǎn)生中間幀,這里還介紹了樣條驅(qū)動的動畫生成方法,以及一些由算法控制生成的動畫效果,另外在系統(tǒng)中插入了聲音播放系統(tǒng),從而增加了動面場景的真實感。
[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.
【學(xué)位授予單位】:武漢理工大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2007
【分類號】:TP391.41

【引證文獻】

相關(guān)碩士學(xué)位論文 前2條

1 張曄;動漫產(chǎn)業(yè)競爭力國際比較研究[D];東華大學(xué);2012年

2 張楊;基于游戲引擎的影視動畫創(chuàng)作及應(yīng)用的研究[D];湖南大學(xué);2011年



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