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  • 标题:Three Methods for Making of Character Facial Animation based on Game Engine
  • 本地全文:下载
  • 作者:Jeong Chanho ; Mijin Kim
  • 期刊名称:International Journal of Asia Digital Art and Design Association
  • 电子版ISSN:1738-8074
  • 出版年度:2014
  • 卷号:18
  • 期号:4
  • 页码:68-73
  • DOI:10.20668/adada.18.4_68
  • 语种:English
  • 出版社:アジアデジタルアートアンドデザイン学会
  • 摘要:Machinimais digital visuals created with game engines that build real time 3D CG (computer graphic) environment.Composition of scene and facial animation play important role in composition of Machinima’s videos. Character facialanimation is frequently used in scene composition that mainly displays face and upper body of the character. Expressingcharacter’s emotion is an important factor in describing story of the animation. This paper provides three methods forcharacter facial animation based on game engine, and applied them to real facial animation of Machinima cha racters.Through this process, we could match the most suitable facial animation to three types of scene composition by analyzingscene composition of the most renowned game of Machinima, ‘Walking dead episode1’. Morph animation is suitable formedium clos e up and medium shot. Motion capture is efficient for over shoulder shot. However, during the process ofcombining body motion and facial animation, Motion capture was more difficult to reuse resources than morph animationand animated texture. When making pipelines for an independent video content, these findings could contribute toestablishment of efficient resource production process based on real time rendering technology, which is a strength of gameengine. In addition, this research provides guidelin es of suitable production method best suitable to special traits of characteranimation.
  • 关键词:Machinima;Character Facial Animation;Game Engine
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