source : http://pixar20.blogspot.com/2009/07/3d-computer-graphics.html
3D動畫的製作流程通常可大略分為三個階段:建模與材質貼圖、場景動作設定、算圖。建模(3D modeling)的意義就像傳統的實體雕塑,差別在於技術,它是透過3D建模工具與軟體的操作,塑造角色的型態、骨架的過程;再經由材質貼圖的步驟,將紋理質感、色彩變化等附蓋在模型之上(有時此步驟會到比較後面才做決定)。
the 3D animation's manufacture flow usually may greatly slightly divide into three stages: The modelling and the material quality paste the chart, the scene movement hypothesis, the nomographic chart. Modelling (3D modeling) the significance looks like traditional the entity sculpture, the difference lies in the technology, it is penetrates the 3D modelling tool and the software operation, the mold role state, skeleton's process; Pastes chart again by way of the material quality the step, (sometimes the texture sense of reality, the color change and so on will attach covers this step will arrive at behind comparison above the model only then decision making).
the 3D animation's manufacture flow usually may greatly slightly divide into three stages: The modelling and the material quality paste the chart, the scene movement hypothesis, the nomographic chart. Modelling (3D modeling) the significance looks like traditional the entity sculpture, the difference lies in the technology, it is penetrates the 3D modelling tool and the software operation, the mold role state, skeleton's process; Pastes chart again by way of the material quality the step, (sometimes the texture sense of reality, the color change and so on will attach covers this step will arrive at behind comparison above the model only then decision making).
場景動作設定(layout and animation)則是將上個階段完成的建模放置於場景中,形成與空間的關係,根據腳本的規劃,安排角色的動作與週遭環境的互動。有了角色與場景,仍不能稱做動畫,得經過最後一個階段-算圖,才能完成。
The scene movement hypothesis (layout and animation) is the modelling which completes a on stage lays aside in the scene, forms with the spatial relations, according to script plan, arrangement role movement and all around environment interaction. Had the role and the scene, still could not be called as the animation, must pass through the last stage - nomographic chart, can complete.
算圖(也就是渲染,3D rendering)是將前面兩個步驟產生的結果,透過電腦程式的演算,轉換成動畫影像的形式。在這個過程中,必須顧及整體的燈光與氣氛,光線如何游移在角色身上,而角色本身又是如何與光線產生交互作用,以及透過觀看角度的操控,將3D的物件場景捕捉成視覺上可觀賞的2D影像。以皮克斯來說,每格動畫(1/24秒)需要耗時六小時來算圖,但像是怪獸電力公司裡面的毛怪,他身上二百三十萬根藍綠色毛髮的柔軟飄逸,就是電腦以每格十一小時的時間來算圖,而每當毛怪走動便創造出不同方向的毛髮波動,都是極大的工程。
The nomographic chart (is also exaggerates, 3D rendering) is the result which has the front two steps, by computer program's calculation, transforms the animation phantom the form. In this process, can take into consideration the whole the light and the atmosphere, how the optical fiber to waver on the role body, but how does the role itself also have the correlation with the optical fiber, as well as by the onlooking angle's control, catches the 2D phantom which the 3D thing scene in the vision may watch. By Pike Si, each standard animation (1/24 second) needs to last for six hours to come the nomographic chart, but is inside monster Electricity company's Mao Guai likely, on his body 2,300,000 cyan color hairs soft elegant, is the computer comes the nomographic chart by each standard 11 hour time, but whenever Mao Guai takes a walk then creates the different direction the hair fluctuation, is the enormous project.
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