Analysis of the keyframe animation and motion capture case studies

被引:0
|
作者
Izani, M [1 ]
Aishah [1 ]
Eshaq, AR [1 ]
Norzaiha [1 ]
机构
[1] Multimedia Univ, Fac Creat Multimedia, Selangor 63100, Malaysia
来源
SCORED 2003: STUDENT CONFERENCE ON RESEARCH AND DEVELOPMENT, PROCEEDINGS: NETWORKING THE FUTURE MIND IN CONVERGENCE TECHNOLOGY | 2003年
关键词
keyframe animation; motion capture; principles of animation; computer animation;
D O I
暂无
中图分类号
TM [电工技术]; TN [电子技术、通信技术];
学科分类号
0808 ; 0809 ;
摘要
Traditionally animation is produced by drawing illusion of movement created by photographing a series of individual drawings on successive frames on film. Greenberg [1], explains "Animation is a deliberately interpreted "illusion of life." It has been practiced for the last 70 years in both drawn and stop motion animation, and as such, is not an attempt to mimic human and animal life exactly." According to the historical timeline, there are many forms of animation that have been introduced. This includes cel animation, clay animation, stop frame animation, three dimensional (3D) computer animation and virtual reality. With the rapid growth of this industry, various types of techniques, methodologies and computer technologies have been developed, for instance the keyframe animation, non-linear animation, motion capture, procedural animation and etc. Generally there are two popular methods in producing computer animation; keyframe animation and motion capture. Both have their own adherents. The authors believe that this research is important to reveal the actual process and its advantages/disadvantages for animation production. The findings and discussions would be useful for production guidelines, especially in making decision to choose the right method.
引用
收藏
页码:177 / 182
页数:6
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