透過您的圖書館登入
IP:3.146.35.203
  • 期刊

角色動畫中時間節奏與動作間距的探討與應用

The Application of Timing and Spacing in Character Animation

摘要


角色動畫是門獨特的表演藝術,主要是藉由角色的動作來傳達角色個性以及思考過程。它也是一個需要長時間與經驗的累積,要懂得運用時間與空間,且具有創造力的藝術。時間節奏與動作間距是構成動畫的兩大元素。時間節奏可以反應出物體的大小、重量與角色的情緒,而動作間距則直接影響運動的速度。因此,如何應用與掌控節奏與間距,就成為角色表演張力的關鍵所在。本研究將描述節奏與間距在動畫原則論述中的關係和意義,並分析傳統動畫原則在3D電腦動畫上的應用。 此外,筆者也以過去在角色動畫製作上的經驗,嘗試架構出角色動作設計的工作流程。並透過動畫實作來驗證動畫原則在3D電腦動畫中的應用,在實作過程中分析時間與間距的相互關係,讓動畫師在電腦輔助工具裡完全掌控角色的動作表演。也藉此說明動畫原則的意義與應用,不會因媒介工具的不同而有所差別。

並列摘要


Character animation is a unique performing art in which the character's personality, thoughts and thinking process are conveyed mainly through the character's movements. It is an art that takes time and experience to master. It's also an art that involves the application of timing, spacing and creativity. Animation mainly consists of two key elements-timing and spacing. While timing can reflect the weight and size of an object as well as a character's emotion, the spacing can directly influence the speed of an action. Therefore, how to apply and control timing and spacing becomes the key to the effect of the character's performance. Not only the research describes the meaning and relation of timing and spacing mentioned in the animation principles, but it also analyzes how the principles of traditional animation are applied to 3D computer animation. Besides, the author, with his past experience in making character animation, tries to outline the working procedures of designing a character's actions. Through the production of animation, this research will demonstrate how the principles of traditional animation are applied to 3D computer animation and analyze the relation of timing and spacing in order to help animators fully control a character's actions in the computer-aided system. Meanwhile, it also demonstrates that the meaning and application of the animation principles remain the same even when the medium changes.

參考文獻


張振益(1999)。科技與人文的對話。台北:雄獅。
黃玉珊、余爲政(1997)。動畫電影探索。台北市:遠流。
Blair, P.(1994).Cartoon Animation.Walter Foster Publishing, Inc..
Thomas, F.,Johnston, O.(1984).Disney Animation: The Illusion of Life.New York:Abbeville.
Whitaker H.,Halas, J.(1981).Timing for Animation.USA:Elsevier Ltd..

被引用紀錄


白孟穎(2013)。媒介生態學視野下的媒介造英雄-以「超人」漫畫與電影速度表現為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2013.00748
莊凱威(2015)。電腦動畫《蘭嶼少年》創作述論與3D流體動力學模擬系統之技術研究〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://doi.org/10.6826/NUTC.2015.00039
陳姿瑄(2015)。電腦動畫《生日快樂》創作論述與3D角色動作技術研究及應用〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://doi.org/10.6826/NUTC.2015.00025
王興喬(2016)。電腦動畫《雲豹傳說》創作論述與電腦模擬四足動物肌肉系統之技術研究〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0061-3112201512164900
郭昕昀(2017)。Maya MEL 群體運動中碰撞排除之技術研究及相關技術應用〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0061-2307201720121700

延伸閱讀