A animação 3D digital e a busca pelo domínio do movimento

Detalhes bibliográficos
Ano de defesa: 2013
Autor(a) principal: Virgilio Carlo de Menezes Vasconcelos
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Minas Gerais
UFMG
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: http://hdl.handle.net/1843/JSSS-9BHEU2
Resumo: In animation, the Digital 3D technique has historically developed tools and workflows to emulate the physical features of material objects in a virtual environment to create believable shapes, colors and movements. Thus, the process of creating animated characters in this technique has similarities to the one in stop motion, requiring the creation of models and joints prior to creating the movements. Therefore, to create the characters' movements in the Digital 3D technique, the animator interacts in an indirect way with the 3D shapes, by moving controls created to meet the requirements of a film's pre-production phase. This way, the range of movements and deformations in each frame is directly influenced by the features and limitations of such controls. In contrast, in the traditional 2D animation technique the animator has full control over the shapes shown in the frame: it is possible to exaggerate forms, separate them, omit them, squash and stretch them in the desired intensity, like the use of smears - deformations used to indicate speed of movement. Our hypothesis is that is possible to grant to the animator a greater level of freedom to create movements with new techniques applied into the three-dimensional environment. In this study, we investigate new approaches to give the animator more control over the three-dimensional shapes of moving characters, which include the pseudo-two-dimensional deformation over characters on a 3D environment developed by BernhardHaux and the use of digital sculpting tools to fix the characters' meshes adopted by the animator Daniel Martinez Lara.