Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Animation for games
2007 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

This report will revolve around two things. What makes up a good facial rig, from an animators point of view, and the difference in workflow, and principles, between animation for games and animation for film and/or commercials. The main part of the thesis will be concentrated around the facial rig-task given to me by Dice. What they wanted me to do was to aid one of the technical animators, in charge of actually building the rig, in finding out what actually makes a good rig, in terms of UI. Having an animator present to help out in conveying the interests from animators, in terms of improving the workflow, will greatly enhance and improve the rig from start, instead of finding out later if the rig is sufficient or not. The way I achieved this was mainly to research different kinds of rigs, whether they were free rigs downloadable from the internet, or retrieved from books on the subject. Once my research was complete I would then distill it down to a couple of points and features that I liked and that would be incorporated into the rig itself. As an appendix to this thesis I will try and convey the difference between animation for games and animation for film, pointing out the major departures in terms of the classic animation principles as well as the differences in teams and workflows.

Place, publisher, year, edition, pages
2007.
Keyword [en]
Technology, Animation, Games, DICE, Digital Illusions, EA, Facial Rigging
Keyword [sv]
Teknik
Identifiers
URN: urn:nbn:se:ltu:diva-58173ISRN: LTU-CUPP--07/172--SELocal ID: ec389f5d-486d-495b-b6e2-599d29d7f4e2OAI: oai:DiVA.org:ltu-58173DiVA: diva2:1031561
Subject / course
Student thesis, at least 15 credits
Educational program
Computer Graphic Arts, bachelor's level
Examiners
Note
Validerat; 20101217 (root)Available from: 2016-10-04 Created: 2016-10-04Bibliographically approved

Open Access in DiVA

fulltext(388 kB)305 downloads
File information
File name FULLTEXT01.pdfFile size 388 kBChecksum SHA-512
59cbd19893fb39a0c9b667d17ad3effdd76877f2b0fa1a1f7cd1eaf9a03f65d95282c434b384a9593f309822cdb8df246d6ab49d7a014422e1937c0e9bb0fd4c
Type fulltextMimetype application/pdf

Search outside of DiVA

GoogleGoogle Scholar
Total: 305 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 75 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf