# Research on the Computer Case Design of 3D Human Animation Visual Experience

Authors: Kai Liu; Qinghan Yang; Yuhao Lu; Taoyu Zhang; Shuo Chen
Journal: Wireless Communications and Mobile Computing
 (2021)

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## Abstract

In the animation industry, with the development of computer software and hardware technology, a new technology began to emerge, that is, three-dimensional animation. Three-dimensional animation software first creates a virtual world in the computer. In this virtual three-dimensional world, the designer builds the model and scene according to the shape and size of the object to be represented and then sets the motion trajectory of the model, the motion of the virtual camera, and the scene according to the requirements. When setting other animation parameters, we need to assign specific materials to the model and turn on lights. When all this is completed, the computer can automatically calculate and generate the final picture. The software Maya can just help animators to complete this work. When using Maya, we can apply many professional courses such as action design, scene design, and storyboarding script design that we have learned. Maya is a 3D software with convenient operability. It can combine the rendered sequence frames with AE to show unique animations. Therefore, the three-dimensional production method is preferred in the production method. The production of animation based on the 3D software Maya brings infinite challenges. At the same time, it also helps everyone grow and has a good position for our employment direction.


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## Body

## 1. Introduction

With the rapid development of animation visual experience and 3D data processing capabilities, more and more scenes in social life use 3D images to replace the original 2D images, making the current network accumulate abundant 3D entity and behavior data. At present, we often use relevant data mining methods to filter out more real and effective data, so that the three-dimensional image has more accuracy, text relevance, and multiscene applicability. And on the basis of the above research, the visual experience system is deeply researched and developed and the three-dimensional data image data is efficiently improved through machine learning and other technologies. In addition, with the change of industrial application standards, it is necessary to address special speed requirements and user behavior preferences and wait for improvements in multiple directions.The traditional 3D human animation visual experience system can randomly collect a large number of 3D parameters and use super large model training to solve the problem of 3D image display experience. The system architecture is constructed on the basis of 3D laser scanning. There are two main ways to experience 3D human animation: one is to quantify the image data through 3D equivalent data transformation to convey the complex information of the 3D human animation; several effective data node resources are combined and calculated to maximize the representation of the representative parameters of the three-dimensional human body image from the existing three-dimensional human body animation in the extended system storage. However, the traditional 3D human animation visual experience system has poor ability to fuse related data in the image display process and it is very difficult to face the fusion of big data. For this reason, a 3D human animation visual experience system based on machine learning is designed [1–3].


## 2. The Content and Creative Source of 3D Human Animation

The case design mainly describes in detail the source of creativity in the creation process of this three-dimensional animation short film, the determination of the script, the production of the model, the drawing of the texture, the binding of the model, the adjustment of the animation, the postrendering and special effects, and the description of the short film.The third creation of “Immortal Academy” is a story about the inspirational growth of the hero of the Chinese style and fantasy, Huozai. The story happened in a certain period in ancient times. An ancient village was flooded with locusts, and the crops were seriously damaged. The people complained. So, the county magistrate found Taoist priests to do it but it did not help. The magistrate rewarded the warriors who can get rid of the demon. The protagonist Huozai was hungry and wanted to eat and drink, but he was sent to the demon lair to eliminate the demon. He was almost hungry in the jungle. The wolf killed him, but fortunately, he was saved by the Di’er of the Immortal Academy. Afterwards, they went to the Death Valley together, and finally, with the help of Di’er, Huozai wiped out the locust demon and became a hero who understands and saves people’s lives.The third creation of “Immortal Academy” is a three-dimensional animation short film about 10 minutes in length. This film uses a variety of animation lens expression techniques in animation production techniques, mainly using Photoshop, Maya, Audition, After Effects, Premiere, and other software for production [4, 5]. In the way of making animation, three-dimensional animation software is used for production. Various three-dimensional software and postsynthesis software to produce a fantasy short movie of a fairy man in ancient costume were used.The short film has traditional Chinese mythology and fantasy. It tells the humorous and legendary adventure story of the protagonist Huozai rebirth and inspirational growth in adversity. This film will give people a different visual and auditory experience through cool martial arts fighting and special effects.


## 3. Creative Conception and Design of the Case

### 3.1. Character Design

Animation character design is an important link that cannot be ignored in animation creation. It not only is the basis for completing the entire animation creation but also plays an important role in the creation of the entire animation style and the development of the story plot and can express the central idea of the animation [6]. When designing the protagonist, based on the key points of character design and referring to a large amount of materials, the male and female protagonist must be cute, have a three-headed body, and have gorgeous clothes and individuality and they are very different from the masses, so finish the person first, set up the picture as shown in Figure 1, and immediately perform the modeling as shown in Figure 2. Compared with the two-dimensional animation, the three-dimensional model can be modified before binding. The latter operability based on the three-dimensional animation is stronger, so we will make the model. While referring to the protagonists of various films, learning from each other’s strengths, and making up for their weaknesses, after a long period of modification and polishing, these roles are perfectly presented now.Figure 1
Character design drawing of Immortal Academy.Figure 2
Character model of Immortal Academy.Most of the ancient characters are long haired and wearing dresses such as skirts. Considering the technology and computer configuration, we have to give up some bolder ideas and integrate existing technologies to create ideal animated characters [7].


### 3.2. Scene Design

Animation scene design is an indispensable and important part of animation production. It is an important guarantee for the animation film style and character performance, and it is also a prerequisite for the success of the film. The different screen effects of the animation scene directly affect the entire animation [8]. During the university, based on sophomore sketching and junior year picking, we transformed the scenery we saw along the way into models, and combined a large number of samples to form a complete set of archaic buildings as shown in Figures 3 and 4, through the software Build a model and apply it to our animations to maximize the application of what you have learned. At the same time, the texture drawing is carried out through Photoshop, which retains the shabby and old sense of the ancient architecture.Figure 3
Architectural model of Immortal College.Figure 4
Architectural scene layout drawing of Immortal College.


### 3.3. Storyboarding Process

The scene-by-shot script design is the scope of work in the pre-production of animation, the basis of the entire animation production, and the blueprint for the production of animation [9]. Based on the requirements of the storyboard design, draw the script shown in Figure 5 through Photoshop and use Adobe After Effects to make the storyboard picture into a dynamic storyboard according to the dubbing as shown in Figures 6 and 7 and watch the animation rhythm. According to the language of the shots, the position of the characters and the scene are arranged in the Maya software. As shown in Figure 8, the character is roughly performed as a block and a preview video is run through Maya’s playblast and the preview videos are connected to form a complete video. Adjust the inappropriate parts of the shot according to the video and clearly grasp the rhythm of the animation to make the animation. The production will not deviate from the direction.Figure 5
Part of the storyboard script of Immortal Academy.Figure 6
A screenshot of the dynamic submirror of Immortal Academy (1).Figure 7
A screenshot of the dynamic submirror of Immortal Academy (2).Figure 8
Layout of the Immortal Academy lens.


### 3.4. Animation Production and Adjustment

Like traditional animation, the time of conventional 3D animation is also 24 frames per second (frames per second, FPS, or frame rate). More high-definition standard productions will often be 25 FPS or film-level 30 FPS. The short film “School of Immortals” is a high-definition animation at 25 frames per second. No matter what kind of three-dimensional software is used, it must be known that the control of time is achieved through the “TimeSlider.” The time axis is shown in Figure9, which can record all the changing attributes such as the movement and rotation of the object. Before making an animation, you must determine which time range to use; otherwise, it will cause serious picture jitter and ghosting effects in the later stage due to the difference in FPS [10]. For example, if the frame rate is changed to 25, turn on the Auto Key switch.Figure 9
Timeline.Movement is the core of making an animation. To make an animation lively, the characters’ movements must be smooth and natural and conform to certain laws. Time point and spatial amplitude are two basic animation elements [11].Each joint of the animated character is controlled by the controller made of the cv curve. We adjust the rotation and displacement of the controller to make the animation. The production of each joint of the character does not start and end at the same time. Generally, the root joint drives the peripheral joints. Making the delay is more in line with the law of motion, so that the animation is more realistic. The movement curve is sleek and regular. If a character’s movement is to be flexible and vivid, the key frame must be offset. Simply put that the key frames of the root joints remain unchanged and the subsequent peripheral joints select all the key frames and move to the back of the timeline. In the movement of a character, all bones will produce movement and inertia. They are different in amplitude, direction, speed, and sequence. The production of 3D animation should pay special attention to the rationality of movement. Therefore, there should be no rigid movement or joints that do not move at all. There is a thought pattern that affects the whole body.With the deepening of animation production, we have to consider the application of the law of motion. For example, I want an object to fall from point A to point B and then bounce up, k key frames on the timeline according to the required time. We can call point B where the ball falls as a landing point. This landing point will be smoothed off by default, so the ball moves at a constant speed without changing and adjusting. But combined with the animation law, A to B is a process of descending and accelerating. When the landing point reaches the highest speed, the ball suddenly bounces and the speed close to A drops to the lowest point. Then, the distance between A and B is far and near and the length of time that the ball moves is the key factor that determines whether the animation is good or bad [12–14]. On the timeline, first use Tangents-stepped mode to grasp the key frame of the big rhythm; then, you can select all frames, right-click on the timeline, and select the Tangents-Auto command to make the action more soft and natural and adjust the animation curve at the same time.Under normal circumstances, the computer calculates the transition of animation at a uniform speed. The result of this calculation is not what we want, so Maya also provides us with a tool to control the transition of motion, which is the “curve editor” as shown in Figure10.Figure 10
Curve editor diagram.The animation curve is a kind of line graphics that reflects the state of movement properties over time. Experienced animators can complete perfect animation production based on the curve. The smoothness of the animation curve plays a particularly important role in the quality of an animation. In the Maya animation curve editor, the yellow dot that can be edited is the “key frame.” The curve connecting each key frame is usually called “Function Curves.” The selected key frame can be moved up and down by the middle mouse button, and the tangent handle diagram can also be used to control the curve shape between the key frame and the key frame to change the animation rhythm.The best way to correctly express the action language of the characters in the animation is to take pictures of their performances in the form of mobile phone videos. Secondly, you can refer to the action performance fragments in famous movies and these performances will be used as material references in the production of character animation. When you encounter difficulties in animation production and cannot proceed, the best way is to perform those actions in front of the mirror and analyze them in detail: one standing up, one raising one’s hand, and so on. There are many fighting scenes in the creation and production of “Immortal Academy.” We can perform simple actions by ourselves, but we can refer to martial arts teaching videos and many animated movies for complex professional actions such as leap, hit, and backflip.Based on the principle of animation production and referring to a large number of movies, the adjustment of animation is summarized as follows:(1)
Key frame: when the character is in motion, the posture changes in turning and displacement. This posture is called a key frame, which is equivalent to the “original painting” in a two-dimensional animation. When we are making key frames, we need to make each frame clear and obvious contrast. A good key frame is half the success of an animation and is the key to smooth motion. First of all, a good key frame action must conform to the character’s performance and plot development; reflect the character’s background, personality, and habits; and conform to the basic movement laws and balance of power. Then, a good key frame pose should be aesthetic and try to be exaggerated and intriguing but it is not just a simple extrusion deformation, as shown in Figure11(2)
The “twelve rules” of animation: anyone who does animation knows Disney’s twelve golden rules. In the creation of this short film, we learned and studied the application of the “twelve rules” in 3D animation, which made us avoid many detours. The predecessors of animation masters have summed up a lot of valuable experience and techniques, which have a great influence and inspiration on us [15](3)
Animation curve editor: the animation curve editor is an important tool for postadjustment of animation actions. It can polish the animation to make the action more smooth and natural [16, 17]Figure 11
Tangent handle diagram.In animation, the law of motion is very important [18–20]. For animation production, it is not enough to just move smoothly. What we have to do is to attract the attention of the audience [21–23], so animation needs to use exaggeration, humor, and other techniques to increase the eye-catching point. If the walking and running of the characters in an animation are exactly the same as in real life, it will be less interesting. In the production process, we also need to capture the key frames of the action to make the characters more tense [24].


### 3.5. Postproduction

In order to achieve stunning visual performance, it is necessary to go through the film and television postproduction process. Film and television postproduction can save shooting costs and sometimes even achieve effects that cannot be achieved by shooting [18]. The later work is mainly to illuminate the scene and use surface light, parallel light, and other light sources to simulate realistic light sources, illuminate the scene, and give the scene color temperature [19, 20]. Based on the lighting layout specification, the Arnold renderer is boldly adopted as shown in Figure 12. Adjust the lighting parameters through continuous testing and rendering. Use the motion blur effect to render a better picture effect. Three-sided auxiliary light sources are used to make the characters more three dimensional and rich in layers. Due to the large amount of rendering tasks, innovative methods were used to render part of the studio’s computers online and use the rendering farm Deadline8 to connect as shown in Figure 13. As an emerging application in the field of high-performance computing, rendering has the characteristics of computationally intensive and data-intensive applications and rendering farms can perform large-scale and fast rendering [21].Figure 12
Arnold renderer interface and commands.Figure 13
Deadline slave rendering interface.Finally, based on the postproduction requirements of film and television, we rendered multiple shots in layers and used a lot of special effects in the short film. Through special effect plug-ins in After Effects, it is combined with special effects and a large number of parameters are adjusted to achieve good animation effects. Then, it is graded and output as a video file in H.264 format. Put the video files in Premiere for dubbing and sound effects. In the end, the overall color is compared and the output is rendered [22–24].


## 3.1. Character Design

Animation character design is an important link that cannot be ignored in animation creation. It not only is the basis for completing the entire animation creation but also plays an important role in the creation of the entire animation style and the development of the story plot and can express the central idea of the animation [6]. When designing the protagonist, based on the key points of character design and referring to a large amount of materials, the male and female protagonist must be cute, have a three-headed body, and have gorgeous clothes and individuality and they are very different from the masses, so finish the person first, set up the picture as shown in Figure 1, and immediately perform the modeling as shown in Figure 2. Compared with the two-dimensional animation, the three-dimensional model can be modified before binding. The latter operability based on the three-dimensional animation is stronger, so we will make the model. While referring to the protagonists of various films, learning from each other’s strengths, and making up for their weaknesses, after a long period of modification and polishing, these roles are perfectly presented now.Figure 1
Character design drawing of Immortal Academy.Figure 2
Character model of Immortal Academy.Most of the ancient characters are long haired and wearing dresses such as skirts. Considering the technology and computer configuration, we have to give up some bolder ideas and integrate existing technologies to create ideal animated characters [7].


## 3.2. Scene Design

Animation scene design is an indispensable and important part of animation production. It is an important guarantee for the animation film style and character performance, and it is also a prerequisite for the success of the film. The different screen effects of the animation scene directly affect the entire animation [8]. During the university, based on sophomore sketching and junior year picking, we transformed the scenery we saw along the way into models, and combined a large number of samples to form a complete set of archaic buildings as shown in Figures 3 and 4, through the software Build a model and apply it to our animations to maximize the application of what you have learned. At the same time, the texture drawing is carried out through Photoshop, which retains the shabby and old sense of the ancient architecture.Figure 3
Architectural model of Immortal College.Figure 4
Architectural scene layout drawing of Immortal College.


## 3.3. Storyboarding Process

The scene-by-shot script design is the scope of work in the pre-production of animation, the basis of the entire animation production, and the blueprint for the production of animation [9]. Based on the requirements of the storyboard design, draw the script shown in Figure 5 through Photoshop and use Adobe After Effects to make the storyboard picture into a dynamic storyboard according to the dubbing as shown in Figures 6 and 7 and watch the animation rhythm. According to the language of the shots, the position of the characters and the scene are arranged in the Maya software. As shown in Figure 8, the character is roughly performed as a block and a preview video is run through Maya’s playblast and the preview videos are connected to form a complete video. Adjust the inappropriate parts of the shot according to the video and clearly grasp the rhythm of the animation to make the animation. The production will not deviate from the direction.Figure 5
Part of the storyboard script of Immortal Academy.Figure 6
A screenshot of the dynamic submirror of Immortal Academy (1).Figure 7
A screenshot of the dynamic submirror of Immortal Academy (2).Figure 8
Layout of the Immortal Academy lens.


## 3.4. Animation Production and Adjustment

Like traditional animation, the time of conventional 3D animation is also 24 frames per second (frames per second, FPS, or frame rate). More high-definition standard productions will often be 25 FPS or film-level 30 FPS. The short film “School of Immortals” is a high-definition animation at 25 frames per second. No matter what kind of three-dimensional software is used, it must be known that the control of time is achieved through the “TimeSlider.” The time axis is shown in Figure9, which can record all the changing attributes such as the movement and rotation of the object. Before making an animation, you must determine which time range to use; otherwise, it will cause serious picture jitter and ghosting effects in the later stage due to the difference in FPS [10]. For example, if the frame rate is changed to 25, turn on the Auto Key switch.Figure 9
Timeline.Movement is the core of making an animation. To make an animation lively, the characters’ movements must be smooth and natural and conform to certain laws. Time point and spatial amplitude are two basic animation elements [11].Each joint of the animated character is controlled by the controller made of the cv curve. We adjust the rotation and displacement of the controller to make the animation. The production of each joint of the character does not start and end at the same time. Generally, the root joint drives the peripheral joints. Making the delay is more in line with the law of motion, so that the animation is more realistic. The movement curve is sleek and regular. If a character’s movement is to be flexible and vivid, the key frame must be offset. Simply put that the key frames of the root joints remain unchanged and the subsequent peripheral joints select all the key frames and move to the back of the timeline. In the movement of a character, all bones will produce movement and inertia. They are different in amplitude, direction, speed, and sequence. The production of 3D animation should pay special attention to the rationality of movement. Therefore, there should be no rigid movement or joints that do not move at all. There is a thought pattern that affects the whole body.With the deepening of animation production, we have to consider the application of the law of motion. For example, I want an object to fall from point A to point B and then bounce up, k key frames on the timeline according to the required time. We can call point B where the ball falls as a landing point. This landing point will be smoothed off by default, so the ball moves at a constant speed without changing and adjusting. But combined with the animation law, A to B is a process of descending and accelerating. When the landing point reaches the highest speed, the ball suddenly bounces and the speed close to A drops to the lowest point. Then, the distance between A and B is far and near and the length of time that the ball moves is the key factor that determines whether the animation is good or bad [12–14]. On the timeline, first use Tangents-stepped mode to grasp the key frame of the big rhythm; then, you can select all frames, right-click on the timeline, and select the Tangents-Auto command to make the action more soft and natural and adjust the animation curve at the same time.Under normal circumstances, the computer calculates the transition of animation at a uniform speed. The result of this calculation is not what we want, so Maya also provides us with a tool to control the transition of motion, which is the “curve editor” as shown in Figure10.Figure 10
Curve editor diagram.The animation curve is a kind of line graphics that reflects the state of movement properties over time. Experienced animators can complete perfect animation production based on the curve. The smoothness of the animation curve plays a particularly important role in the quality of an animation. In the Maya animation curve editor, the yellow dot that can be edited is the “key frame.” The curve connecting each key frame is usually called “Function Curves.” The selected key frame can be moved up and down by the middle mouse button, and the tangent handle diagram can also be used to control the curve shape between the key frame and the key frame to change the animation rhythm.The best way to correctly express the action language of the characters in the animation is to take pictures of their performances in the form of mobile phone videos. Secondly, you can refer to the action performance fragments in famous movies and these performances will be used as material references in the production of character animation. When you encounter difficulties in animation production and cannot proceed, the best way is to perform those actions in front of the mirror and analyze them in detail: one standing up, one raising one’s hand, and so on. There are many fighting scenes in the creation and production of “Immortal Academy.” We can perform simple actions by ourselves, but we can refer to martial arts teaching videos and many animated movies for complex professional actions such as leap, hit, and backflip.Based on the principle of animation production and referring to a large number of movies, the adjustment of animation is summarized as follows:(1)
Key frame: when the character is in motion, the posture changes in turning and displacement. This posture is called a key frame, which is equivalent to the “original painting” in a two-dimensional animation. When we are making key frames, we need to make each frame clear and obvious contrast. A good key frame is half the success of an animation and is the key to smooth motion. First of all, a good key frame action must conform to the character’s performance and plot development; reflect the character’s background, personality, and habits; and conform to the basic movement laws and balance of power. Then, a good key frame pose should be aesthetic and try to be exaggerated and intriguing but it is not just a simple extrusion deformation, as shown in Figure11(2)
The “twelve rules” of animation: anyone who does animation knows Disney’s twelve golden rules. In the creation of this short film, we learned and studied the application of the “twelve rules” in 3D animation, which made us avoid many detours. The predecessors of animation masters have summed up a lot of valuable experience and techniques, which have a great influence and inspiration on us [15](3)
Animation curve editor: the animation curve editor is an important tool for postadjustment of animation actions. It can polish the animation to make the action more smooth and natural [16, 17]Figure 11
Tangent handle diagram.In animation, the law of motion is very important [18–20]. For animation production, it is not enough to just move smoothly. What we have to do is to attract the attention of the audience [21–23], so animation needs to use exaggeration, humor, and other techniques to increase the eye-catching point. If the walking and running of the characters in an animation are exactly the same as in real life, it will be less interesting. In the production process, we also need to capture the key frames of the action to make the characters more tense [24].


## 3.5. Postproduction

In order to achieve stunning visual performance, it is necessary to go through the film and television postproduction process. Film and television postproduction can save shooting costs and sometimes even achieve effects that cannot be achieved by shooting [18]. The later work is mainly to illuminate the scene and use surface light, parallel light, and other light sources to simulate realistic light sources, illuminate the scene, and give the scene color temperature [19, 20]. Based on the lighting layout specification, the Arnold renderer is boldly adopted as shown in Figure 12. Adjust the lighting parameters through continuous testing and rendering. Use the motion blur effect to render a better picture effect. Three-sided auxiliary light sources are used to make the characters more three dimensional and rich in layers. Due to the large amount of rendering tasks, innovative methods were used to render part of the studio’s computers online and use the rendering farm Deadline8 to connect as shown in Figure 13. As an emerging application in the field of high-performance computing, rendering has the characteristics of computationally intensive and data-intensive applications and rendering farms can perform large-scale and fast rendering [21].Figure 12
Arnold renderer interface and commands.Figure 13
Deadline slave rendering interface.Finally, based on the postproduction requirements of film and television, we rendered multiple shots in layers and used a lot of special effects in the short film. Through special effect plug-ins in After Effects, it is combined with special effects and a large number of parameters are adjusted to achieve good animation effects. Then, it is graded and output as a video file in H.264 format. Put the video files in Premiere for dubbing and sound effects. In the end, the overall color is compared and the output is rendered [22–24].


## 4. Conclusion

When the conventional 3D human body animation visual experience system is visually displayed, the user can only input a small amount of control data and cannot integrate big data. For this reason, a 3D human body animation visual experience system based on machine learning is designed. The hardware design focuses on optimizing the three-dimensional scanning device, and other hardware equipment continues to use conventional system equipment. On the basis of hardware design, reconfirm the position, proportion, and corner information of the 3D human body and introduce machine learning algorithms [25, 26] to fuse the visual experience data with user data, complete the visual experience data filling, and optimize the visual perception contrast after filling, thereby realizing the software design. Design simulation experiments to analyze the performance of the 3D human animation visual experience system under different data input. The experimental results show that the designed system can integrate a large amount of input data, while the conventional system can only accommodate part of the execution data, which proves that the designed system effectively solves the problems of the conventional system.



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*Source: 8809036-2021-11-03.xml*