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Izdelava animiranih navodil za uporabo simulatorja vožnje
ID LIPIČAR, PETER (Author), ID Sodnik, Jaka (Mentor) More about this mentor... This link opens in a new window

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Abstract
Animacija je metoda, pri kateri figure na sliki manipuliramo tako, da izgledajo gibljive. V preteklosti so animatorji risali sličico za sličico, jih fotografirali in predvajali na filmskem traku oziroma na napravi, ki je omogočala hitro menjavanje sličic. Figure so bile narisane tako, da so se na vsaki naslednji sličici za malenkost premaknile, kar je, ob njihovem hitrem predvajanju, prevaralo človeško oko in ustvarilo iluzijo, da se figure na sliki gibljejo. Danes, časovno zelo zamudno delo ustvarjanja vsake sličice posebej, opravi računalnik. Animator nariše samo sličice s skrajnimi položaji figur, t.i. ključne sličice, vse ostale vmesne, ki naredijo gibanje zvezno pa izriše računalnik. Ta postopek imenujemo računalniška animacija (ang: CGI - computer generated imagery). Z računalniško obdelavo, je postala prostorska ali 3D animacija izredno natančna, tako, da se dandanes, 2D animacija uporablja le še izjemoma, ko gre za estestske ali dizajnerske razloge, prenos podatkov z nizko pasovno širino ali hitro upodabljanje v realnem času [1]. V diplomski nalogi sem poskušal podati osnovne napotke, ki jih potrebujemo za razumevanje animacije. Govorim o animaciji na splošno ter tudi računalniški animaciji, od fizikalnih zakonov in načel animiranja do pojmov kot so časovna os, ključne sličice, upodabljanje ipd. To so pojmi, ki jih srečujemo v programski opremi za računalniško animacijo in v 3D grafičnih programih. Večina res dobrih programov na tržišču, je plačljivih (Maya, Zbrush, Houdini, Cinema4D...), zato sem se za razlago teh pojmov oprl na brezplačni in odprtokodni program Blender. Malo širše sem ga predstavil v nadaljevanju in podrobneje opisal orodja, ki sem jih uporabil za izdelavo praktičnega dela naloge. V praktičnem delu, sem izdelal serijo enostavnih računalniških animacij. Najprej sem opisal zahtevnost izdelave karakterja (za moje animacije sem našel ustreznejši, že izdelan primerek na spletu) in celotno izdelavo scene, kjer sedi lutka (voznik) za krmilom simulatorja in ga upravlja. Potem sem izdelal animacije, ki prikazujejo šest različnih reakcij voznika med vožnjo. Te reakcije so prikaz upravljanja s krmilom, pritiskanja na zavoro in plin oziroma, v primeru hendikepiranosti, upravljanja z B.D.F. ročico. V zadnjem poglavju diplomske naloge sem se dotaknil še problemov, na katere sem naletel med pripravo in izdelavo animacij. Opisal sem njihove rešitve, do katerih sem prišel s pomočjo spleta, različnih vodnikov, nasvetov mentorja ali po lastnem razmisleku.

Language:Slovenian
Keywords:fizikalni zakoni, 3D računalniška animacija, Blender, modeliranje, animiranje, nadzor in reakcije voznika med vožnjo avtomobila
Work type:Bachelor thesis/paper
Organization:FE - Faculty of Electrical Engineering
Year:2022
PID:20.500.12556/RUL-135395 This link opens in a new window
COBISS.SI-ID:101455875 This link opens in a new window
Publication date in RUL:10.03.2022
Views:1018
Downloads:45
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Secondary language

Language:English
Title:Creation of animated instructions for the use of a driving simulator
Abstract:
Animation is a method in which figures are manipulated to appear as moving images. In the past, the animators used to draw images one by one to be photographed and exhibited on film or on a device which enabled a rapid succession of images. The figures were drawn in the way that they moved a bit on each successive image, they were shown one by one in quick succession to form the optical illusion of motion pictures. Today, this time-consuming work of creating each image separately is carried out by a computer. Animators draw only the most extreme positions of figures in the images, i. e. key images, all other intermediate ones that make a continuous motion are generated by the computer. This procedure is called computer generated imagery - CGI. With the computer processing, spatial or 3D animation has become extremely precise and today, 2D animation is only rarely used for aesthetic or design reasons, data transmission with low bandwidth or real time fast imaging [1]. In the thesis, I tried to present basic data that we need for understanding animation. What I have in mind is animation in general as well as computer animation, including physical laws, principles of animation as well as various concepts, such as timeline, key images, imaging, etc. These concepts are part of software for computer animation and 3D graphic programmes. The majority of really good programmes in the markets are payable (Maya, Zbrush, Houdini, Cinema4D...), therefore I used Blender, a free and open-source software to explain all these concepts. I presented it and the tools I used for the practical part of my thesis in more details further on. In the practical part, I made a series of simple computer animations. First, I described the complexity of producing a character (I found a more suitable, already created model on the web for my animations) and creating the whole scene, where a puppet (driver) sits behind the wheel of a simulator and controls it. Then, I created animations showing six different reactions of a driver while driving. These reactions are: control with a steering wheel, pressing brake and gas or, in case of disability, control with a B.D.F. handle. In the last chapter of the thesis, I dealt with the problems that I had come across during preparation and creation of animations. I described the solutions to the problems that I found on the web, through various tutorials, mentor’s advice and after my own consideration.

Keywords:physical laws, 3D computer animation, Blender, modelling, animations, control and reactions of a driver while driving a car

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