题名 |
3D動畫影片分鏡-好萊塢成功商業3D動畫長片研究 |
并列篇名 |
Cinematic Continuity in 3D Computer Animation-The Tendency and Expression of Shot in Hollywood's Blockbuster Animation Films |
DOI |
10.7060/KNUJ-HA.200912.0195 |
作者 |
鐘世凱(Shih-Kai Chung);張宇晴(Yu-Ching Chang) |
关键词 |
3D動畫電影 ; 玩具總動員 ; 史瑞克 ; 冰原歷險記 ; 鏡頭語言 ; 3D animation film ; Toy Story ; Shrek ; Ice Age ; Camera language |
期刊名称 |
高雄師大學報:人文與藝術類 |
卷期/出版年月 |
27期(2009 / 12 / 01) |
页次 |
195 - 217 |
内容语文 |
繁體中文 |
中文摘要 |
數位內容產業為二十一世紀的新興產業,亦是政府既定政策的重點明星產業,3D電腦動畫長片更是數位內容中難度最高的領導項目。成功的3D電腦動畫乃是創意、技術、美術三大領域的完美整合,其中攝影機的運鏡橫跨此三領域,對於動畫的呈現,具有舉足輕重的影響。 動畫的表現在於使用動畫來說故事,本研究的最大目的便在於如何使用攝影機的鏡頭來說故事。然而3D電腦動畫的虛擬攝影機不同於實體攝影機,在運用上有更大的自由度與彈性,如何利用這些特性優點,最佳化3D動畫的表現,實為重要且基礎之研究。 鏡頭運用的相關研究甚少,並且多在傳統電視、電影領域,因此研究上難度甚高。本研究首先從相關電影、動畫文獻中,探討分鏡相關的分類方法,並以好萊塢三部成功且各具特色的3D動畫電影-《玩具總動員》(Toy Story)、《史瑞克》(Shrek)、《冰原歷險記》(Ice Age)為研究樣本,此三部動畫電影同時也分別為皮克斯(PIXAR)、夢工廠(DreamWorks)、藍天(Blue Sky)三大動畫工作室的代表性作品。透過數據分析,探討3D動畫電影中的鏡頭語言,歸納好萊塢商業3D 動畫電影的分鏡取向與訴求重點。研究成果期能作為臺灣發展3D 動畫電影有關鏡頭運用的重要參考文獻。 |
英文摘要 |
Digital content industry is not only one of the leading industries in the 21 century but also the focus of Taiwan government's industrial development policy. Being the most challenging part in the digital content, impressive 3D computer animation must have a good integraton of creative ideas, technology and skills, and art contributions. Among the complex creating processes, the usage of virtual camera involves many details inherited from the above three issues, and plays a critical role in the performance of computer animation. Animators use animation to tell a story. Under the same prospective, the objective of this research focuses on how to use the camera to tell a story. Unlike physical cameras used in traditional film-making, the virtual camera has much better freedom and flexibility. How to gain these virtual camera's advantages in optimizing 3D animation is a fundamental and important research. Related studies in camera usage are rare, and most of them address the problems and issues in conventional broadcasting. Thus, study in virtual camera's movement has its difficulties. This research first investigates the image angle, size and movement of movie cuts from published resources. Three popular 3D animation films, Toy Story, Shrek and Ice Age, are used in our research as analysis samples. These three masterpieces of animation films not only did well at the box-office, but also represented the major production studios, Pixar, Dream Works, and Blue Sky, respectively in Hollywood. By way of analyzing data statistics, this research studies the lens language of 3D animation film and generalizes the tendency of commercial 3D animation film storyboard in Hollywood. It is hoped that this research may provide important references of camera usage in Taiwan's producing of film-length 3D computer animation. |
主题分类 |
人文學 >
人文學綜合 人文學 > 藝術 |
参考文献 |
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被引用次数 |