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

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