Current global trends have proved the creative industry to be one of the important sources of economic growth among developed countries. Creativity and its importance for Malaysia have made it imperative for any business organization to use creativity in a range of ways including multimedia content and animation. Malaysian animation viewers are rapidly influenced by digital media entertainment. The rise of such entertainment tends to drive them away from understanding what lies behind it that affect their emotion and thoughts. Therefore, the focus of this paper is to look into the experiences of “pleasantness” in viewer’s emotions that stimulate the perception of pleasure when watching Malaysian animated cartoon characters. A descriptive and One-Way Anova will be implemented in this study to examine the design aesthetics and perception from the animation viewers that affects the psychological experiences in emotions that determines the pleasantness feeling. Overall, the results indicate that perceived pleasantness on Malaysian animated cartoon characters did not differ between age and gender. We believe this finding will benefit the creative content creators and help them to understand more about local animation viewers.
In 3D (Three-Dimensional) animation pipeline, the term rigging is commonly used to describe the process of creating skeleton system inside the finishing 3D character geometry and assigning animation controllers for animators to animate the 3D character. In order to establish a fluidity movement on the character, the proper setting must be planned and the flexibility of the controller must be setup properly. However, the discussion and understanding about rigging setup for specific 3D characters from previous researcher is very limited. Hence, the process of rigging will take longer time to complete especially for novice rigger artist. This study will explore the fundamental process of character rigging system and identify the method and techniques for rigging characters based on their anatomy designs. The analysis of this study will look on the conceptual design of the character; how to implement proper techniques and workflow based on the primary and secondary data provided in this study. The findings in this paper indicate common techniques for human rig object in 3D characters is using Biped, CAT or auto rigs. From our experiment, we found biped or CAT rigging is the best setting for the animals and realism characters. Custom rig is suitable for cartoony characters. Rigging system for anthropomorphism character is a bit different from the human rigs system. Anthropomorphism character requires several modifications on their physical appearances in which adding or subtracting the limb that physically taken from specific animal or any objects. For this type of character, we suggested to use biped rigging system. However, for complex anthropomorphism characters with many form structures, the study of movement, exaggeration and bone limitation must be analyzed before deciding the proper technique for rigging. Hence, the chain rig system is the best option for this type of anthropomorphism character. Therefore, rigging in animation is the process assembling the skeleton system into the character. The use of proper rigging style will determine how the character move and pose in final animation.
In the enhancement of the advanced technology, the uncanny valley is becoming a high-stakes concern of the entertainment industry to produce good films and animations (Chaminade et al., 2007). Therefore, this study aims to analyse participants’ familiarity towards the usage of digital characters as actors. Then, this article is to convey on how the uncanny valley factors affect audience’s attention in watching films with computer graphic imagery (CGI) elements in films. The researcher has selected visual stimuli that are divided into (4 x 4 factorial design) with 2 subjects of realistic and accurate human characters, meanwhile the second stimuli, researcher selected 2 subjects with minimum characteristic of human likeness. The surveys conducted are self-administered manner with combination of videos and images, distributed online via email and social network. This research concludes, the more familiarity and expectations of the audiences, the higher discomfort feeling when looking to a CGI made character. This illustrates that the longer a duration of CG actors in action, the higher significant weaknesses and substantial of superficial visuals. Therefore, this research is beneficial to assists artists and digital creative directors in digital actor’s creation, and guidance for developing more realistic actors in future projects.
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