浙江理工大学科技与艺术学院三维动画短片《改变》角色动作设计报告摘要本次毕业设计的选题是以被命名为《改变》的三维动画短片,三维部分的前期人物角色和中期人物动作为研究主题。
应动画专业三维方向的要求,设计出能传播正能量,表达关爱周边环境的短片。
作品要达到人物骨骼表情装配完整,动作与表情丰富,符合本短片剧本要求的人物性格特点,使三维部分的人物动作流畅,体现出比较鲜明的性格特点。
该设计投放将促进观众对三维动画的喜爱,带动正能量,提高人们爱护周边环境的意识。
第一部分市场调研报告,根据本选题人物三维模型装配与动画运动规律的制作要求,对7至15岁的人群进行市场调研。
重点对三维人物形象以及动作的设计,运用用户深度访谈,问卷调差,情绪板测试等方法进行研究,发现三维动画的动作流畅性很重要。
因此前期三维模型的骨骼与表情的装配显得极其重要,为本设计的选题提供了前期需要着重解决骨骼与表情制作的重要依据。
第二部分文献研究报告,根据本选题三维动画人物形象及动作的要求,对有关三维动画的运动规律,镜头的衔接,人物的建模与骨骼表情的装配进行研究。
重点对人物的表情和人物动作的设定进行研究,总结出一些与剧情本身设定好的画面风格相搭的动作表情,为本设计人物动作方面提供了比较有效的解决方法。
第三部分设计实践报告,根据本选题三维动画已设定好的剧情要求,提前做好了整套制作的方案,提出了一些比较有趣的动作和表情。
在整个计划的实施过程中不断学习三维电脑软件技术,也包括学习教学视频,不断的总结出新的实用的制作方法。
完成整部短片的三维部分。
第四部分设计自评报告,从设计理念、与市场的结合、设计创作能力、设计作品的社会效益四个方面进行综合评价,重点对当今三维动画不同风格的角色行为动作做评论。
关键词:人物建模;模型装配;人物动作AbstractThe topic of this graduation design chooses the early stage character roles and meddle stage character actions of the three dimensional (3D) part in the 3D animation short film called The Change as the research topic. At the request of the 3D pathway of the animation major, a short film that can spread positive energy and express the theme of protecting surrounding environment shall be designed. The works shall reach the requirements that the character skeleton and expression are assembled complete with rich actions and expressions. This works meet the character characteristics required by this short film and the character actions in the 3D part are smooth and reflect significant personality characteristics. The marketing putting in of this design will promote the audiences love for 3D animation, bring in positive energy, and enhance people’s awareness of protecting the surrounding environment.The first part is the marketing research report. According to the production requirements of the character 3D modeling assessment and animation movement rules under this topic, a marketing research is carried out on people groups at a age range -from 7 years old to 15 years old. It particularly conduct research on the 3D character image and action design by applying methods such as user in-depth interviews, questionnaire and emotional board test. It is found that action fluency in 3D animation is of great importance. Therefore, the 3D modeling skeleton and expression assemble are important during the early stage which provides essential evidence for solving skeleton and expression production during the early stage for this design.The second part is the literature review research report. According to requirements on the 3D animation character image and action requirements of this topic, researches on related 3D animation moving roles, lens cohesion and character model building and skeleton and expression assemble are conducted. It focuses on the research on character expressions and character action setup and comes up with some actions and expressions matching with the pictures and styles set by the plot itself. It also provides relatively effective solutions in terms of character action designs for this design.The third part is the practice report of the design. According to the plot requirement that has been set for the 3D animation under this topic, this part provides a whole set production plan and puts forwards some funny actions and expressions. During the implementation process of the whole plan, 3D computer software technologies need to be continuously studies with teaching videos also included so as to continuously come up with new and practical production methods and finish the 3Dpart of the whole animation.The fourth part is the self assessment report which makes comprehensive assessment from the design concept, combination with the market, the design creation ability and the social profitability of the design work. It focuses on the assessment of behavior and actions of the characters of various styles in the current 3D animations.Key words: character modeling;model assembly;character actions目录摘要Abstract第一部分市场调研报告三维动画《改变》市场调研报告 (1)三维动画《改变》市场调研概述 (1)1.1.1三维动画《改变》市场调查的目的和意义 (1)1.1.2调查的目标市场范围和方法途径 (2)三维动画《改变》市场调研情况汇集和分析 (2)1.2.1问卷调查情况的汇集 (2)1.2.2深度访谈情况的汇集 (4)三维动画《改变》调研总结 (4)1.3.1调查的结论 (4)1.3.2调查结论对设计选题的作用和意义 (4)第二部分文献研究报告三维动画《改变》理论研究报告 (6)人物动作理论研究概述 (6)2.1.1研究的目的目的和意义 (6)2.1.2理论研究状态 (6)关于该文献主要理论观点汇集 (7)2.2.1夸张的人物动作 (7)2.2.2快动作和慢动作 (7)2.2.3动作对性格的表现 (7)该文献理论的分析与评价 (8)2.3.1个人观点 (8)2.3.2对设计的指导意义 (8)外文翻译 (9)2.4.1动画的时间掌握 (9)2.4.2Timing for Animation (12)参考文献 (17)第三部分设计实践报告三维动画《改变》设计实践报告 (18)设计选题阐述 (18)3.1.1项目来源和要求 (18)3.1.2可行性分析 (19)创意阐述和策划方案 (19)3.2.1创意阐述 (19)3.2.2设计方案 (20)设计实施计划 (20)3.3.1人物建模 (20)3.3.2表情和骨骼的装配 (20)3.3.3动作调节 (21)设计实践小结 (21)第四部分设计自评报告三维动画《改变》设计实践报告 (22)设计理念 (22)与市场的结合 (22)设计创作能力 (22)设计作品的社会效益 (23)参考文献 (24)致谢 (25)附录(一)设计作品图片 (26)附录(二)设计作品光盘 ................................................................................. (封三)第一部分市场调研报告三维动画《改变》市场调研报告三维动画《改变》市场调研概述1.1.1三维动画《改变》市场调查的目的和意义如今,随着电脑技术的发展,三维方面的电脑软件的普及,三维动画已经发展的越来越快,市场上的三维动画也越来越多,不管是美国的迪斯尼还是我们中国。