Claymation is an animation technique developed around a century ago and featured inseveral video games. However, traditional claymation production is not most accessible togame developers due to its specialized skill requirements. This research aims to make theclaymation visual style more accessible by digitally emulating its characteristics usingmethods widely used in game development. Our approach involved developing and iteratingdigital techniques to replicate the surface texture of clay models and the jittery animationquality in a 3D physics-based game, the emulated results of which were evaluated throughinternal and external playtesting. The research team concluded that a combination ofdisplacement maps, normal maps, and color adjustments could be used to emulate realisticclay surface textures. Meanwhile, 3D animation and physics-based animation approacheswere explored to recreate the jittery animation look. The team found that, within 3Danimation, strategic use of still frames and manual motion variance addition to each in-motionpose are effective jitter emulation methods, with the latter being more effective. With physics-based animation, adding a randomized value to an object’s physically simulated motionsimulates motion jitters. The research compiled the emulation process into steps, serving asemulation guidelines for future projects.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-533440 |
Date | January 2024 |
Creators | Biekirova, Elnara, Hoang, Nhi, Paulus, Ottar, Huang, Yijun, Le, Pham Hoang An |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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