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Title:Izdelava animacij z zajemom gibanja in izrazov obraza
Authors:ID Pukl, Žiga (Author)
ID Rizman Žalik, Krista (Mentor) More about this mentor... New window
Files:.pdf UN_Pukl_Ziga_2024.pdf (2,37 MB)
MD5: 01E5637628F7127DA1864E7F7A07ADA6
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:Diplomsko delo obravnava izdelavo animacije z zajemanjem gibanja in izrazov obraza ter je razdeljeno na dva dela. Prvi del vključuje teoretični opis animacije, zajemanja gibanja ter ključnih mejnikov na obrazu in strategije za razporeditev označevalcev. V drugem delu je opisana izdelava dveh animacij v programu Blender z zajemanjem gibanja obraza. Pri čemer smo uporabili dve različni razporeditvi označevalcev, eno z več označevalci kot drug. V obeh animacijah smo izrazili šest opredeljenihuniverzalnih čustev. Po primerjavi smo ugotovili, da je animacija z več označevalci v našem primeru imela minimalno, ne takoj očitno vizualno razliko v primerjavi z drugo animacijo.
Keywords:zajemanje gibanja obraza, markerji, univerzalna čustva obraza, računalniška animacija
Place of publishing:Maribor
Publisher:[Ž. Pukl]
Year of publishing:2024
PID:20.500.12556/DKUM-89971 New window
UDC:004.928(043.2)
COBISS.SI-ID:219482883 New window
Publication date in DKUM:19.09.2024
Views:149
Downloads:49
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:20.08.2024

Secondary language

Language:English
Title:Animating with performance capture
Abstract:The thesis deals with creating animation with performance capture, and it is divided into two parts. The first part includes a theoretical description of animation, motion capture, key facial landmarks, and strategies for marker placement. In the second part, we describe the creation of two animations in Blender using facial motion capture. We used two different marker layouts, one with more markers than the other. In both animations, we expressed six predefined universal emotions. After comparison, we found that the second animation with more markers had minimal, not immediately noticeable visual differences compared to the first animation.
Keywords:facial motion capture, markers, universal facial emotions, computer animation


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