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The Design And Implementation Of Character Animation In Game

Posted on:2013-01-04Degree:MasterType:Thesis
Country:ChinaCandidate:X WangFull Text:PDF
GTID:2218330362967450Subject:Software engineering
Abstract/Summary:PDF Full Text Request
Character animation, in game, is called3D animation. It's an emerging technologywhich produced with the development of computer's hardware and software.3D animationsoftware first to create a virtual world, designers in this,build a model and scene according tothe shape and size of object which will be showed, then, set the model's trajectory,virtualcamera's movement and other animation parameters, in the end, cover the model withspecific materials and lighten it. After all these are done, let the computer calculateautomatically, the finally screen will be created. Character animation is often the gameinformation package and the carrier. Cosplay decides if the content is wonderful, it alsodecides the game's content. So, while master the movement regularity of animation and usethe animation software flexible, animation staff should understand the design-style of gameand find the relationship between the role and it's environment, then, they can find the entrypoint to make beautiful character animation conform to game feature.The distinguish between webpage game and sub-time game in art is smaller and smaller,webpage game makes quite true and abundant scene by following the standard of sub-timegame, the role is more fine. Previous characters show the material and shadow directly bybaking, now the game will use high-end engraving software ZB to create extremely realistictexture effect. As this, role in scene can have different light reflection effect from differentpoint of view. The animation, certainly, will be more real and delicate. So, characteranimation's application in games becomes an important part. Only deeply analyze the roleyou'll make, set up reasonable framework, precise skin set, you can lay the foundation forfuture animation, How to do a real simulation is still a difficult problem.The main work of this paper is that, make a deep study, analyze,practice and summarize for the designing and production of skinned mesh technique of the character animation ingames, found a set of effective method for all types of gaming platform fabrication. The maincontents including:(1) Character animation's development background, production and development ofrelated technology. In this paper, a detailed analysis of the role of animation technologyresearch will be given, it also elaborated that making a good character animation depends onhow to use the various software in high efficiency.(2) In-depth analysis of the design concept for game and the pattern and method of roleanimation technology, which including the characteristics, style of game animation designingand the mode and method of character animation designing.(3) A careful analysis of the role model of the physiological structure. Select anappropriate skeletal for character animation, analyze and research the advantages anddisadvantages of different skeletal erection technology,this will be the key to solve theproblem. The paper pointed out that,setting up appropriate muscular skeletal and symmetricskeletal in special physiological structure of the role model can improve the quality andefficiency of work. Finally, combined with the project practice, the paper pointed a set ofeffective skeletal erection process and design methods of the special physiological structure.(4) According to analyzing the role motion, the paper established a set of reasonableoptimization of bind pose, putted forward new concept of local skin, and summarized threekinds of skin technology methods and processes for different character animation, realizedthat different character animation for games correspond to different skin technology, this notonly saving resource but also raising efficiency.(5) A thorough understanding of embodiment of soft body in character animation. Basedon the traditional skeletal erection deficiency, the paper proposed a linear IK skeletonerection and a set of linear IK action optimization scheme, which effectively solved theproblem of the soft body animation compliant.
Keywords/Search Tags:Game, Character style, Character animation, Skin, Artistic creation
PDF Full Text Request
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