The work presented in this thesis aims to explore novel approaches of
combining motion capture with drawing and 3D animation. As the art form
of animation matures, possibilities of hybrid techniques become more feasible,
and crosses between traditional and digital media provide new opportunities for
artistic expression.
3D computer animation is used for its keyframing and rendering
advancements, that result in complex pipelines where different areas of technical
and artistic specialists contribute to the end result. Motion capture is mostly
used for realistic animation, more often than not for live-action filmmaking,
as a visual effect. Realistic animated films depend on retargeting techniques,
designed to preserve actors performances with a high degree of accuracy.
In this thesis, we investigate alternative production methods that do
not depend on retargeting, and provide animators with greater options for
experimentation and expressivity. As motion capture data is a great source for
naturalistic movements, we aim to combine it with interactive methods such as
digital sculpting and 3D drawing.
As drawing is predominately used in preproduction, in both the case
of realistic animation and visual effects, we embed it instead to alternative
production methods, where artists can benefit from improvisation and
expression, while emerging in a three-dimensional environment. Additionally,
we apply these alternative methods for the visual development of animation,
where they become relevant for the creation of specific visual languages that can
be used to articulate concrete ideas for storytelling in animation.
Period | 4 Feb 2022 |
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Degree of Recognition | PhD |
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- Motion Capture
- Drawing
- 3D Animation
- Hand-drawn Animation
- Computer Graphics
- Storytelling