Sažetak
U uvodu je dan kratak uvid u povijest i
razvoj animacijskih tehnika. Slijedi upoznavanje s poznatijim
postupcima 2D i 3D računalne animacije s posebnim naglaskom na metodu
skeletalne animacije. Dana je i matematička pozadina ove metode koja
se zasniva na inverznoj i unaprijednoj kinematici.
Završni rad prateći razvoj programskog
produkta koji demonstrira postupke animacije ljudskih likova upoznaje
čitatelja s mogućnostima Autodesk 3D Studio Maxa, programskog alata za
3D modeliranje i animaciju. Objašnjeni su osnovni principi pripreme
modela za animaciju tehnikom skeletalne animacije kao što je
primjerice skinning. Implementacija programskog rješenja koristi
Microsoftov XNA radni okvir namijenjen razvoju računalnih igara, pa su
u radu objašnjene i osnovne klase i metode, kao i struktura koda
uobičajenog XNA programa.
KLJUČNE RIJEČI: animacija
ljudskih likova, skeletalna animacija, unaprijedna kinematika,
inverzna kinematika, skinning, Autodesk 3D Studio Max, Microsoft XNA
Framework
Summary
This
baccalaureus graduate thesis
provides insight into
the most common methods
of computer animation
with emphasis on
animation procedures of
human figures. We also
describe the
development of software
solutions, technology
demonstration of skeletal
animation, which is
its practical result.
The introduction presents
a brief
overview of the
history and
development of animation
techniques. The following
section
introduces better known
methods of 2D and 3D
computer animation
with special emphasis
on the skeletal
animation method.
Following
the development of software
product which
demonstrates animation
procedures of human
figures we present possibilities of Autodesk
3D Studio
Max, software
tool for
3D modeling
and animation. We
explain basic
principles of preparing
models for
animation using skeletal
animation techniques,
such as skinning.
Implementation of software solution
is based on Microsoft's
XNA framework, which is
designed for computer game development.
We present its basic
classes and methods,
as well as the code
structure of usual XNA
program.
KEY WORDS: human character
animation, skeletal animation, forward kinematics, inverse kinematics,
skinning, Autodesk 3D Studio Max, Microsoft XNA Framework