Character: Design, Rigging, & Animation

2021 ◽  
pp. 235-269
Author(s):  
Magesh Chandramouli
Keyword(s):  
2018 ◽  
Vol 9 (2) ◽  
pp. 31-38
Author(s):  
Fransisca Adis ◽  
Yohanes Merci Widiastomo

Facial expression is one of some aspects that can deliver story and character’s emotion in 3D animation. To achieve that, we need to plan the character facial from very beginning of the production. At early stage, the character designer need to think about the expression after theu done the character design. Rigger need to create a flexible rigging to achieve the design. Animator can get the clear picture how they animate the facial. Facial Action Coding System (FACS) that originally developed by Carl-Herman Hjortsjo and adopted by Paul Ekman and Wallace V. can be used to identify emotion in a person generally. This paper is going to explain how the Writer use FACS to help designing the facial expression in 3D characters. FACS will be used to determine the basic characteristic of basic shapes of the face when show emotions, while compare with actual face reference. Keywords: animation, facial expression, non-dialog


Humaniora ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 137-144
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Jehezkiel Christian Ray

The research aimed to apply batik motifs to strengthen the differentiation of characters in the form of adventure games that could be an interesting and effective learning medium for introducing music theory. In order to work towards achieving its objective, developing interest in music theory by using games and animations specifically to approach more people and make this project sustainable, these games were supposed to be aimed into intellectual property. Therefore to be able to make it competitive, strong differentiation was needed as so many IP characters emerged as competitors. One of the strengths that could be added to these characters was by applying local content. It was a strong differentiator and could be developed with a deeper philosophy so that it had a wealth that could be developed more widely in the future, which in this case was using batik. To achieve goal, the research used the design thinking method and qualitative methodology to collect data. The researchers collected data through the process of document research, an observation about the implementation of batik patterns in character design for animation. The result is the characters’ designs of a game to teach music theory using batik pattern application. In conclusion, the batik pattern has the potential to strengthen differences in character design.


2014 ◽  
Vol 128 (1) ◽  
pp. 124-158 ◽  
Author(s):  
Paul Roquet

In the 1980s, Japanese animation shifted its focus away from the social self and toward cosmic subjectivity, the framing of intensely personal emotions within the larger impersonal expanse of the universe. This essay examines an important moment in this shift: Night on the Galactic Railroad, anime studio Group TAC’s 1985 feature based on the classic Japanese children’s tale by Miyazawa Kenji. The film emphasizes the interpenetration of the microcosmic and macrocosmic through a range of experiments with “limited” animation, sound design, and character design that would in turn influence the imaginary worlds of later anime.


Arts ◽  
2018 ◽  
Vol 7 (4) ◽  
pp. 59
Author(s):  
José Iglesias

After European audiences had first contact with anime in the late 1970s, animated co-productions between domestic producers and Japanese studios emerged in the early 1980s, playing a lead role in standardizing anime aesthetics and hence contributing to the broader development of anime in Spain and other major European markets. These pioneering co-productions fostered the arrival of Japanese studios to the European broadcasting scene. However, its real impact on the popularization of anime is subject to debate. Appealing to a European audience, these series lacked some of the most recognizable features associated with anime as a larger medium. Nonetheless, in some of these animated productions there was an underlying animesque flair in the shape of conventionalized elements, character design, facial expressions, rhythm, camera action and tropes. Neither entirely domestic nor fully Japanese, these hybrid productions set up a ‘bridge’ between European and American animated visual language and anime mainstream features, thereby shaping the collective idea of what anime is for the first generation of viewers in Spain and Europe.


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