Academic literature on the topic '3D Character Animation'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic '3D Character Animation.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "3D Character Animation"
Waspada, Heri Priya, Ismanto Ismanto, and Firman Hidayah. "Penggunaan Hasil Motion Capture (Data Bvh) Untuk Menganimasikan Model Karakter 3d Agar Menghasilkan Animasi Yang Humanoid." JAMI: Jurnal Ahli Muda Indonesia 1, no. 2 (December 31, 2020): 94–102. http://dx.doi.org/10.46510/jami.v1i2.34.
Full textJing, Yang, and Yang Song. "Application of 3D Reality Technology Combined with CAD in Animation Modeling Design." Computer-Aided Design and Applications 18, S3 (October 20, 2020): 164–75. http://dx.doi.org/10.14733/cadaps.2021.s3.164-175.
Full textGao, Xin Rui. "3D Character Animation and Efficiency." Applied Mechanics and Materials 421 (September 2013): 685–89. http://dx.doi.org/10.4028/www.scientific.net/amm.421.685.
Full textSong, Hyewon, Suwoong Heo, Jiwoo Kang, and Sanghoon Lee. "3D Character Animation: A Brief Review." Journal of International Society for Simulation Surgery 2, no. 2 (December 19, 2015): 52–57. http://dx.doi.org/10.18204/jissis.2015.2.2.052.
Full textKim, Kyoung-Ho, and Jeongjin Lee. "3D Animation Character Development Pipeline using 3D Printing." Journal of the Korea Contents Association 13, no. 8 (August 31, 2013): 52–59. http://dx.doi.org/10.5392/jkca.2013.13.08.052.
Full textLiang, Ji Sheng, Xi Hong Zhou, Bo Li, Fu Hua Shang, and Wang Hui. "ADL 3D Character Animation Design Table Research and Application." Advanced Materials Research 548 (July 2012): 797–801. http://dx.doi.org/10.4028/www.scientific.net/amr.548.797.
Full textAdis, Fransisca, and Yohanes Merci Widiastomo. "Designing Emotion Of Characters By Referencing From Facs In Short Animated Film “RANA”." ULTIMART Jurnal Komunikasi Visual 9, no. 2 (March 21, 2018): 31–38. http://dx.doi.org/10.31937/ultimart.v9i2.747.
Full textRiyana, Cepi. "THE DEVELOPMENT OF THREE DIMENSIONAL ANIMATION FILM FOR CHARACTER EDUCATION MEDIA IN ELEMENTARY SCHOOL." EDUTECH 14, no. 2 (June 10, 2015): 218. http://dx.doi.org/10.17509/edutech.v14i2.1379.
Full textRyu, Chang-Su, and Chang-Wu Hur. "ZBrush 3D animation character modeling using ZSphere." Journal of the Korean Institute of Information and Communication Engineering 16, no. 6 (June 30, 2012): 1312–17. http://dx.doi.org/10.6109/jkiice.2012.16.6.1312.
Full textHalim, Steven, and Christine Mersiana Lukmanto. "Animating and Designing Movements for Turtle Figure in 3D Animated Short Film Entitled “TUKIK”." IMOVICCON Conference Proceeding 2, no. 1 (July 6, 2021): 111–18. http://dx.doi.org/10.37312/imoviccon.v2i1.55.
Full textDissertations / Theses on the topic "3D Character Animation"
Anders, Jörg. "Character-Animation mit Blender." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800841.
Full textRoussellet, Valentin. "Implicit muscle models for interactive character skinning." Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30055/document.
Full textSurface deformation, or skinning is a crucial step in 3D character animation. Its role is to deform the surface representation of a character to be rendered in the succession of poses specified by an animator. The quality and plausiblity of the displayed results directly depends on the properties of the skinning method. However, speed and simplicity are also important criteria to enable their use in interactive editing sessions. Current skinning methods can be divided in three categories. Geometric methods are fast and simple to use, but their results lack plausibility. Example-based approaches produce realistic results, yet they require a large database of examples while remaining tedious to edit. Finally, physical simulations can model the most complex dynamical phenomena, but at a very high computational cost, making their interactive use impractical. The work presented in this thesis are based on, Implicit Skinning, is a corrective geometric approach using implicit surfaces to solve many issues of standard geometric skinning methods, while remaining fast enough for interactive use. The main contribution of this work is an animation model that adds anatomical plausibility to a character by representing muscle deformations and their interactions with other anatomical features, while benefiting from the advantages of Implicit Skinning. Muscles are represented by an extrusion surface along a central axis. These axes are driven by a simplified physics simulation method, introducing dynamic effects, such as jiggling. The muscle model guarantees volume conservation, a property of real-life muscles. This model adds plausibility and dynamics lacking in state-of-the-art geometric methods at a moderate computational cost, which enables its interactive use. In addition, it offers intuitive shape control to animators, enabling them to match the results with their artistic vision
Vaillant, Rodolphe. "Implicit skinning : character skin deformation guided by 3D scalar fields." Thesis, Toulouse 3, 2015. http://hdl.handle.net/1828/7336.
Full textGraduate
Guay, Martin. "Sketching free-form poses and motions for expressive 3D character animation." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GRENM016/document.
Full textFree-form animation allows for exaggerated and artistic styles of motions such as stretching character limbs and animating imaginary creatures such as dragons. Creating these animations requires tools flexible enough to shape characters into arbitrary poses, and control motion at any instant in time. The current approach to free-form animation is keyframing: a manual task in which animators deform characters at individual instants in time by clicking-and-dragging individual body parts one at a time. While this approach is flexible, it is challenging to create quality animations that follow high-level artistic principles---as keyframing tools only provide localized control both spatially and temporally. When drawing poses and motions, artists rely on different sketch-based abstractions that help fulfill high-level aesthetic and artistic principles. For instance, animators will draw textit{lines of action} to create more readable and textit{expressive} poses. To coordinate movements, animators will sketch textit{motion abstractions} such as semi-circles and loops to coordinate a bouncing and rolling motions. Unfortunately, these drawing tools are not part of the free-form animation tool set today. The fact that we cannot use the same artistic tools for drawing when animating 3D characters has an important consequence: 3D animation tools are not involved in the creative process. Instead, animators create by first drawing on paper, and only later are 3D animation tools used to fulfill the pose or animation. The reason we do not have these artistic tools (the line of action, and motion abstractions) in the current animation tool set is because we lack a formal understanding relating the character's shape---possible over time---to the drawn abstraction's shape. Hence the main contribution of this thesis is a formal understanding of pose and motion abstractions (line of action and motion abstractions) together with a set of algorithms that allow using these tools in a free-form setting. As a result, the techniques described in this thesis allow exaggerated poses and movements that may include squash and stretch, and can be used with various character morphologies. These pose and animation drafting tools can be extended. For instance, an animator can sketch and compose different layers of motion on top of one another, add twist around strokes, or turning the strokes into elastic ribbons. The main contributions of this thesis are summarized as follows: -The line of action facilitating expressive posing by directly sketching the overall flow of the character's pose. -The space-time curve allowing to draft full coordinated movements with a single stroke---applicable to arbitrary characters. -A fast and robust skeletal line matching algorithm that supports squash-and-stretch. -Elastic lines of action with dynamically constrained bones for driving the motion of a multi-legged character with a single moving 2D line
Fonseca, Jose Antonio dos Santos. "Character body expression in 3D computer animation : a new posing approach." Thesis, Bournemouth University, 2015. http://eprints.bournemouth.ac.uk/24898/.
Full textArjunan, Dorai Raj. "3D Animation: Creating an Experiential Environment." [Johnson City, Tenn. : East Tennessee State University], 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0719104-174201/unrestricted/Arj%20with%20animation%2017KB.pdf.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
Ali, Ahmad, and Svensson Marcus. "Animation through Body Language : A study using the fictional character Mokhtar." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297660.
Full textBorodulina, A. (Anastasiia). "Application of 3D human pose estimation for motion capture and character animation." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201906262670.
Full textMiller, Louis James. "Combining Media Processes for Ideation in 3D Character Design for Computer Animation." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1243947806.
Full textBailey, Shasta. "Building and Using a Character in 3D Space." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/214.
Full textBooks on the topic "3D Character Animation"
Roberts, Steve. Character Animation in 3D. San Diego: Elsevier Science & Technology, 2010.
Find full textAlbee, Timothy. LightWave 3D 8 character animation. Plano, Tex: Wordware Pub., 2005.
Find full textCharacter animation with 3D Studio MAX. Scottsdale, Ariz: Coriolis Group Books, 1996.
Find full textPardew, Les. Character emotion in 2d and 3d animation. Boston, MA: Thomson Course Technology, 2008.
Find full text1941-, Roberts Steve, ed. Character animation: 2D skills for better 3D. 2nd ed. Oxford: Focal Press, 2007.
Find full textKelly, Doug. Lightwave 3D 5 character animation f/x. Research Triangle Park, NC: Ventana, 1996.
Find full textGorden, Jonny. Lightwave 3D 8 cartoon character creation: Rigging & animation. Plano, Tex: Wordware, 2005.
Find full textRoberts, Steve. Character animation in 3D: Use traditional drawing techniques to produce stunning CGI animation. Oxford: Focal, 2004.
Find full textGorden, Jonny. Lightwave 3D 8 cartoon character creation: Modeling & texturing. Plano, Tex: Wordware, 2005.
Find full textBook chapters on the topic "3D Character Animation"
Giorgetti, Daniela, and Patrizia Palamidese. "Manipulating 3D character animation media objects." In Eurographics, 103–12. Vienna: Springer Vienna, 2000. http://dx.doi.org/10.1007/978-3-7091-6771-7_12.
Full textZheng, Jie. "Design of 3D Character Animation Engine Framework." In Lecture Notes in Electrical Engineering, 281–87. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4796-1_35.
Full textObradović, Ratko, Miloš Vujanović, and Igor Kekeljević. "Teaching 3D Character Animation Through Four Related Tasks." In Advances in Intelligent Systems and Computing, 1671–81. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95588-9_150.
Full textGuindy, Mary, and Rimon Elias. "Character Animation: An Automated Gait Cycle for 3D Characters Using Mathematical Equations." In Advances in Visual Computing, 212–22. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-50832-0_21.
Full textde Alencar Carvalho, Mauro Cesar Gurgel, Bruno Martins Carvalho, Felipe Leal de Paiva Carvalho, Heidi Dias Oliveira Junior, Gerson Gomes Cunha, Luiz Landau, and Estélio Henrique Martin Dantas. "Discussing Validation of 3D Character Animation Demonstrating Ushiro-Ukemi Pedagogical Progression." In Communications in Computer and Information Science, 320–24. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22095-1_65.
Full textLi, Ling, Gengdai Liu, Mingmin Zhang, Zhigeng Pan, and Edwin Song. "BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters." In Lecture Notes in Computer Science, 350–57. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15399-0_37.
Full text"Character Animation." In 3D Graphics for Game Programming, 268–303. Chapman and Hall/CRC, 2011. http://dx.doi.org/10.1201/9781439827383-16.
Full textO'Hailey, Tina. "3D Character leads 2D character." In Hybrid Animation, 49–86. Elsevier, 2010. http://dx.doi.org/10.1016/b978-0-240-81205-2.00003-0.
Full text"3D Character Leads 2D Character." In Hybrid Animation, 61–98. Routledge, 2012. http://dx.doi.org/10.4324/9780080958422-11.
Full textRoberts, Steve. "animation of birds." In Character Animation in 3D, 151–58. Elsevier, 2004. http://dx.doi.org/10.1016/b978-0-240-51665-3.50012-6.
Full textConference papers on the topic "3D Character Animation"
Cooper, Doug. "2D/3D hybrid character animation on "Spirit"." In ACM SIGGRAPH 2002 conference abstracts and applications. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/1242073.1242146.
Full textLin, Yi. "3D character animation synthesis from 2D sketches." In the 4th international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1174429.1174444.
Full textBarbieri, Simone, Tao Jiang, Ben Cawthorne, Zhidong Xiao, and Xiaosong Yang. "3D content creation exploiting 2D character animation." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3230744.3230769.
Full textYing, Gao, Lu Xuqing, Wang Xiuliang, Fei Yi, and Guo Shuxia. "Design and realization of 3D character animation engine." In Multimedia Technology (IC-BNMT). IEEE, 2009. http://dx.doi.org/10.1109/icbnmt.2009.5347860.
Full textWang, Xin, Qing Ma, and Wanliang Wang. "Kinect driven 3D character animation using semantical skeleton." In 2012 IEEE 2nd International Conference on Cloud Computing and Intelligence Systems (CCIS). IEEE, 2012. http://dx.doi.org/10.1109/ccis.2012.6664388.
Full textWihardi, Yaya, Eka Rahman, and Fadhil H.N. "Kinect Based Motion Capture for 3D Character Animation." In Proceedings of the 7th Mathematics, Science, and Computer Science Education International Seminar, MSCEIS 2019, 12 October 2019, Bandung, West Java, Indonesia. EAI, 2020. http://dx.doi.org/10.4108/eai.12-10-2019.2296516.
Full textHuang, Peng, and Adrian Hilton. "Surface motion graphs for character animation from 3D video." In SIGGRAPH 2009: Talks. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1597990.1598046.
Full textGhyme, Sang-Won, Ki-Hong Kim, and Hyun-Bin Kim. "A simplified deformation for real-time 3D character animation." In the ACM symposium. New York, New York, USA: ACM Press, 2000. http://dx.doi.org/10.1145/502390.502423.
Full textPantuwong, Natapon, and Masanori Sugimoto. "A fully automatic rigging algorithm for 3D character animation." In SIGGRAPH Asia 2011 Posters. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2073304.2073337.
Full textWeng, Chung-Yi, Brian Curless, and Ira Kemelmacher-Shlizerman. "Photo Wake-Up: 3D Character Animation From a Single Photo." In 2019 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2019. http://dx.doi.org/10.1109/cvpr.2019.00606.
Full text