日本デジタルゲーム学会 年次大会 予稿集
Online ISSN : 2758-6480
13th Annual Conference
セッションID: 8-3
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グラフィック ( 口頭セッション 8 )
The choice between two modeling frameworks: A 3D game character binding creation learning
*Victoria Hsu*Wee Sern Tan
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In the modern society where technology is changing rapidly, games have become an indispensable existence in our life. Game design is a professional industry with a division of labor, and games with 3d characters are an industry that requires good computer equipment and technical division of labor to produce a good game project. 3D games are made on a technology-centered basis, including modeling, materials, skeleton, controllers, special effects, etc. The most important part of the game is the game motion design, because a game that does not move will not be a game, but currently in learning how to make 3D game motion design in Taiwan, most schools are using 3Ds max to teach and rarely use Maya. This study is focused on discussing the difference between 3Ds max and Maya in how they bind the skeleton of creation. Besides, the rig and skin processing parameters are also discussed. Finally, we provide some guidance for learning and teaching in 3D game character binding in the future.

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