Üç Boyutlu (3D) Animasyon Çalışmalarında Gerçekçilik Kavramının İncelenmesi ve Bir Uygulama Çalışması
Abstract
The realism concept of the animation’s world, which is different from the reality of life, works with it’s own rules. In order to be acceptable by the audience,
this new suggestion of life, which is offered by the animation reality, must also has the concepts of convincingness and believability along with the concept of reality of life, and a balance between three of them. In the first chapter of the thesis; the evolution of the animation as being an art form is studied from it’s birth in early prehistoric days through to it’s status in present-day. As the result of the tight relationship between the evolution of the art of animation and the technological improvements, animation platform has
transformed into a space that is always in a dynamic progression. From the cave paintings, which are including multiple legged animal figures that were
drawn to imply motion, animation has succeeded to reach to the days of the advanced three dimensional (3D) computer presentations. In the second chapter of the thesis; the endeavors of ‘being realistic’ and
‘expressing accurately’ in the art of animation are examined. Artists developed sustainable methods to obtain and maintain the balance between reality of life
and convincingness. “Basic Principles of the Animation”, which are defined by Disney Studio artists, are a significant example that came as a result of this endeavors. In the third chapter of the thesis; a character animation, that is coherent with the
results, which are obtained by the thesis, is done with a method, which has been developed by the utilization of video tutorials. Furthermore, the method
used and the making processes are described in details. In the conclusion of the thesis; at first, the indispensability of multidisciplinary and interdisciplinary study platform in the production of three dimensional (3D) computer animation is determined. In the early days of animation, it was two
dimensional (2D), and was performed by artists with traditional techniques. With the improvement of technology, three dimensional (3D) animation was born; as a result of it computer scientists, engineers and mathematicians started to participate and animation was moved into a multidisciplinary and
interdisciplinary study platform. Within the scope of this thesis; the designer’s role in this multidisciplinary and interdisciplinary study platform is identified in
relation with the designer’s occupational point of view, and the adaptation strategies to other disciplines are also studied.