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3DMAX Cartoon Characters Based Modeling Plug-in Head Development

Posted on:2015-10-31Degree:MasterType:Thesis
Country:ChinaCandidate:H ZhuFull Text:PDF
GTID:2298330467485504Subject:Software engineering
Abstract/Summary:PDF Full Text Request
In this paper, the current head of character generation software and head muscle anatomy were introduced, figures for the current head of the relevant head of data modeling software is not suitable for the problem of modeling the head cartoon characters, cartoon characters header data for module integration technology has been studied and discussed. Through theoretical in reality, combining animation industry in the production of a unified model of low precision requirements and the requirements of rapid prototyping and adjust focus, combined with the cartoon characters head muscles anatomy and muscle movement group element partitioning technique were applied to the each sub-module system, finally the actual use of the process according to the problems found were optimized and adjusted. Muscle anatomy and muscle movement analysis is a cartoon character group head module plug an important part of the system, it is mainly to solve the animation modeling requires low in the number of faces in the environment, as far as possible to achieve a quick character head feature model built mold, put each module subsystem attribute information about the characteristics unite so as to provide a unified whole head plug-in system data source.Through this article we learned that the head of the cartoon character modeling process, the relevant principles of muscle anatomy and muscle movement principle (AU) is a figure head module plug-in system is an important theoretical basis, to adopt these principles to solve low-precision modeling animation less demanding on the number of polygons in order to achieve a rapid build mold base feature model animation and design characteristics of each sub-module system combines the organic phase. Based on the principles underlying muscle anatomy and muscle movement principle (AU), the character can control head into several muscle groups in several major sub-regional, regional and realized muscle groups are interrelated. Fundamentals of the human body through the head into our forehead, head lower, eyes, nose, mouth and ears sub-module, with3DMAX MAX Script software architecture model, the Calvary sub-module can be more accurate and flexible adjustment of the current of each sub-module associated attributes through MAX Script for data conversion, to achieve a cartoon character head model head muscles can interact relations and constraints.
Keywords/Search Tags:MAX Script, animation modeling, motor unit (AU), Human Head
PDF Full Text Request
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