研究生: |
柳俊賢 Chun-hsien Liu |
---|---|
論文名稱: |
輪廓剪影設計對角色性格描繪的影響 Effects of silhouette Design on stylizing with drawings |
指導教授: |
王韋堯
Regina W. Y. Wang |
口試委員: |
陳建雄
Chien-Hsiung Chen 王年燦 none |
學位類別: |
碩士 Master |
系所名稱: |
設計學院 - 設計系 Department of Design |
論文出版年: | 2006 |
畢業學年度: | 94 |
語文別: | 中文 |
論文頁數: | 92 |
中文關鍵詞: | 3D電腦動畫 、輪廓剪影 、性格描繪特徵 、視別認知 、觀看角色角度 |
外文關鍵詞: | Silhouette, 3D Computer Animation, Stylized Drawings |
相關次數: | 點閱:311 下載:4 |
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角色動畫電影已成為動畫電影的主流,然而動畫是一種藝術,電腦只是其中運用的一種媒體。完整的動畫設計作業流程概念是動畫製作成敗的關鍵,所有的動畫皆是立足在這些基本的範疇上。而幾乎所有的電腦動畫系統,都是建構在關鍵影格設定(keyframing)此一方法上,關鍵影格的設立也就成為動畫作業的靈魂角色。在進行作業流程分析中發現,構圖階段在觀者觀看角度與角色肢體擺動程度的差異,將造成角色性格描繪是否容易被視別認知的重要依據,研究中探討觀者觀看角度與肢體擺動程度層次變化對角色性格描繪視別認知的影響。
研究以視別認知程度作為判斷「肢體擺動程度」與「觀者觀看角度」之依據;實驗中,受試者在視別認知角色輪廓剪影時,檢測角色走路性格描繪特徵的肢體擺動程度對觀者觀看角度單位之視別認知性,其視別認知分數呈現有交互作用存在;並由交互作用中發現,觀者觀看角度在不同肢體擺動程度處理水準中,當肢體擺動幅度小如肢體擺動程度1、肢體擺動幅度接近一般走路姿態的肢體擺動程度2時,需要較偏向正側視面的觀者觀看角度252度才有較佳的視別認知表現,而在接近正視面的觀看角色角度198度稍微的對視別認知表現有所增益;而當肢體擺動程度3時,較偏向正側視面的觀者觀看角度252度才有較佳的視別認知表現;肢體擺動程度4時則無明顯之趨勢。再者肢體擺動程度在不同觀者觀看角度單位處理水準中,當較接近正視面如觀者觀看角度198度及觀者觀看角度216度時,肢體擺動程度1的視別認知表現皆為最差其餘無明顯的差異,而在較接近正側視面如觀者觀看角度234度及觀者觀看角度252度時,肢體擺動程度4時皆有較佳的視別認知表現而肢體擺動程度1相同的較差。建議動畫師在設計角色動畫關鍵影格時,在肢體擺動程度與觀者觀看角度的組合運用上,可採用研究所得知視認程度較佳的結果組合,提升角色動畫關鍵影格中角色的視認性。
Role animation movies have become the main stream in animation movies. However animation is a type of art whereas computers are just a medium used in the movies. A comprehensive concept of animation design operation procedures is the key to the success of animation production and all the animations are based on these basic standards and criteria. Almost all of the computer animation systems are built upon the method of keyframing configurations, the configuration of keyframing therefore becomes the sole character of the animation operations. It was found during the analysis for the operation procedures that the differences between the viewer’s angle of view and the role’s degree of body movements during the drafting stage, are an important basis to whether the stylized drawings of the role would be visually recognized easily. It is discussed in this research the influences of the viewer’s angle of view and the changes of layers in the degree of body movements on the visual recognition of the stylized drawings of the role.
The research uses the degree of visual recognition as the basis for the judgment for “degree of body movement” and “the viewer’s angle of view”. During the experiment while being asked to visually recognize the silhouette of the role, the testee evaluates the visual recognition in the viewer’s angle of view on the degree of body movements of the feature of the stylized drawings of the role when walking. It was found that the score for visual recognition expresses the existence of interaction; and through interaction it was further found that different body movement processing standards are found for different angles of views. When the degree of body movement is as small as range 1, or when the degree of body movement is close to the normal walking posture at range 2, the angle of view needs to be at 252 degrees which is closer to front-lateral focus in order to have a better performance in visual recognition, while the angle of view of 198 degrees which is closer to front focus gives a slightly better performance in visual recognition. When the degree of body movement is range 3 the angle of view needs to be at 252 degrees which is closer to front-lateral focus, in order to have a better performance in visual recognition, while when the degree of body movement is range 4 no obvious trend was found.
Furthermore, in the processing standards of different units of angle of view, the degrees of body movements are also different. When the angle of view is closer to front focus at 198 and 216 degrees, the performance in visual recognition for body movement range 1 is the worst while not much distinct differences are found for other angles of view. Whereas when the angle of view is closer to front-lateral focus at 234 and 252 degrees, better performances in visual recognition are found when the degree of body movement is at range 4 while visual recognition performances are also relatively worse when the degree of body movement is at range 1. In designing role animation key frames the animation artists are suggested to use the better combination of the results gathered from the research, for combined application of the degree of visual recognition and the viewer’s angle of view, to improve the visual recognition of the roles in the key frames of role animation.
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