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Application of Human Anatomy for Animation (Anime) PDF

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Subscribe to DeepL Pro to translate larger documents. Visit www.DeepL.com/pro for more information. (Doctoral Degree (Ph.D.) Thesis Statement dissertation form 5) Student No. DS18-001 Full nameLeeHyeon-gyu Research Advisor ProfessorZemaru Takahashi Research Area Design subject Teaching material of three-dimensional structure and movement of the human body for animation drawing Fill in only in the field of artistic production research. *Themes of works Teaching material of three-dimensional structure and movement of the human body for animation drawing *Title of paper Use and Application of Human Anatomy for Animation Animation Education Summary (max. 1200 characters) In 2D animation, people are most often drawn, and the profession that draws them is animator. The animator must change his or her style to suit the work and move the characters from various angles. Animators must change their style to suit the work and move the characters from various angles. Since there is no such thing, it requires a high level of drawing ability. And one of the foundations supporting this skill is human anatomy. However, human anatomy is a high entry hurdle for beginners, and because of the complexity of the human body structure, even existing books on human body three-dimensional Only the structure is not kind to it. This study began when the author, while studying animation, realized the need for and difficulty in acquiring human anatomy. Therefore, this paper will discuss ways to improve these difficulties. This can be divided into two main parts as follows. The first is a study of a methodology for conveying the three-dimensional structure of the human body in a way that is easier for learners of 2D animation to understand. In order to make the three-dimensional structure of the human body, which has many curved shapes and is intuitively and intricately intertwined, easier to understand, we converted each muscle into the form of a cube block and deepened the understanding of the structure through comparison with the realistic human body. The second is a consideration of the form of human anatomy required for 2D animation. The 2D animation draws not a realistic human body, but an abbreviated and exaggerated model of the human body. While general human anatomy deals with detailed muscles, the scope of human anatomy required for 2D animation drawing is defined and the human anatomy is solved accordingly. To present the form of anatomy to the beginner. Based on these two ideas, we will produce a book and a video for educational purposes. The book will be published in 3 The book consists of three sections: "Basics," which explains the necessity of human anatomy in 2D animation drawing and the basic parts and bones of the human body; "Structure," which explains the structure with a cube block human body; and finally, "Motion," which explains the movement of the human body. in that order. In addition, the images were created from cube block human bodies and photorealistic 3D human body models and moved on a computer, which served as a complement to the books. As a conclusion of this study, not all anatomical knowledge, including detailed muscles, is necessary for animation drawing, and knowledge of anatomy does not directly lead to improved drawing skills. However, human anatomy can be defined as a necessary tool in the process of creating animation through the omission and exaggeration of realistic information. In order for human anatomy to be a tool, it must be understood as a concept, and through this understanding, the ability to apply photorealistic information to various styles of animation can be acquired. The Cube Block Human Body visualizes and presents this concept. I hope that students who have just started learning 2D animation will be able to utilize various books and materials on human anatomy without hesitation and, like the cube block human body presented by the author, acquire the ability to apply and create their own unique human body model as a concept. I also hope that this research will be useful not only for the field of animation, but also for people in various fields who need human anatomy. (Total number of characters: 27,592) Use and Application of Human Anatomy for Animation Drawing Education Table of Contents Introduction pp. 4 - 5. Chapter 1 Human Anatomy 1. definition and origin of human anatomy p. 6. 2. development of human anatomy pp. 6 - 7. Chapter 2: Art Anatomy 1. definition of art anatomy p. 8. 2. history of art anatomy (1) Artists of the Renaissance pp. 8 - 9. (2) Comparison of medieval and Renaissance paintings pp. 9 - 10. 3. art anatomy today pp. 11 - 12. Chapter 3: Animation and Human Anatomy 1. commercial animation and animators pp. 13 - 14. 2. the need for human anatomy in animation pp. 14 - 15. 3. human anatomy in cartoons, illustrations, figures, and animation pp. 15 - 20. (1) Human anatomy in cartoons and illustrations pp. 16 - 17. (2) Human anatomy in figures pp. 17 - 19. (3) Human anatomy in animation pp.19 - 20. Chapter 4: Human Anatomy Issues 1. difficulties in human anatomy pp. 21 - 22. 2. how to understand human anatomy pp. 22 - 23. 2 Chapter 5Cubism and Human Anatomy 1. the Necessity of Figuration (1) Understanding as a concept. p. 25. (2) Tools to apply pp. 25 - 26. 2. diagramming the moving parts of the human body . p. 26. Chapter 6: Human Anatomy and Pedagogy1. Considerations for 2D Animation Pictures (1) Silhouette pp. 27 - 28. (2) Abbreviation exaggeration p. 28. (3) Work process pp. 29 - 30. 2. application of human anatomy and how it is captured pp. 30 - 31. 3. human anatomy as an educational tool (1) Conceptual theory concerning human anatomy pp. 32 - 35. (2) Methodology of the three-dimensional structure of the human body pp. 35 - 37. (3) Educational Flow p. 37. Chapter 7 Embodiment pp. 38 - 40. Chapter 8, Conclusions, p. 41. References pp. 43 - 44. Video work p.44. Three-dimensional products p. 44. 3 preface What generally comes to mind when we think of animation? Perhaps we think of the world-famous Disney animation, or the Japanese Ghibli, or commercial TV animation. If we were to define animation, we would say that it is a technique of creating images of motionless objects such as pictures or dolls by filming them one by one in a stationary scene and showing them in a continuous stream, as if the pictures or objects were alive and moving. In other words, the definition of "animation" covers a wide range. There are various forms of animation. In extreme cases, animation can be created by simply shaking a single picture. In the case of art animation, which expresses the intentions of an individual artist, the artist often takes a long time to create the work, whereas in modern commercial animation, a group of specialists in various fields gather to work together as a team of dozens or hundreds of members. This paper will use commercial animation as the standard, and will discuss how to apply knowledge of human anatomy to 2D drawing animation, rather than 3DCG animation, to improve the ability to draw on a flat surface. Modern commercial 2D animation is a time- and labor-intensive process, as each picture is drawn individually to express movement, and a large staff participates in the creation of a single work in the form of a division of labor. Therefore, the production site is divided into various groups. Among these, the first job that comes to mind in animation is probably the animator. Animators are in charge of the moving pictures that form the core of animation, and the most common type of picture drawn by animators is the human figure. The most common type of character depicted in animation is the human figure, and the animator does not simply draw a single, static picture, but must draw multiple pictures in response to a given situation to give the character continuous movement. This requires a high level of drawing ability, and one of the basic skills that support this is human anatomy. However, books on the three-dimensional structure of the human body are difficult for beginners to understand. This study began with the desire to convey knowledge of human anatomy to learners in an easier-to- understand manner. The author began drawing pictures as a child and naturally dreamed of a future in manga and animation, which led her to enter Osaka University of Arts. There, I majored in animation, and I was able to learn what it takes to improve my drawing skills in the planning and production of animation, which is a year-long production. 4 He has been drawing pictures through a process of trial and error. During this process, I came into contact with human anatomy and thought that understanding human anatomy and practicing drawing in animation, where various characters' movements must be drawn, would lead to improved drawing skills. However, although I searched for materials and books on human anatomy and began to study, I ran into a snag. The structure of the human body is complex and requires a very long time and training to understand its structure. Therefore, I wondered if it would be possible to create materials that would help beginners understand the structure of the human body in an easy-to-understand manner. This led me to research and produce a series of three-dimensional human body structures for animation drawing, which is the subject of this thesis. This research has two major premises: ease of understanding human anatomy for beginners and improving the drawing skills of those studying animation, and the objectives of this research can be divided into two main categories. The first objective is to examine methodologies that allow those new to human anatomy to easily understand and apply the structure of the human body from a perspective slightly different from existing human anatomy. The second is to propose a pedagogy and produce teaching materials through this methodology. The first is that the author wished to solve the difficulty of understanding the three- dimensional structure of human anatomy, which he felt keenly in the process of applying it to his drawings when he studied human anatomy, with a new proposal. The second is to compile the proposal into a methodology and produce teaching materials, so that beginners in animation can understand the three-dimensional structure of the human body step by step, and improve their drawing skills correctly without hesitation. And the ultimate goal of this study is to examine what human anatomy is and what form it takes in 2D animation. The definition of human anatomy and the scope of the study are very broad and used in various fields. And the human body itself is a complex composite body, and the more one learns about it, the more profound it becomes. In this context, is the form of human anatomy necessary for 2D animation realistic human anatomy or simplified human anatomy based on a certain concept? I would like to find my own answer to this question through this research. 5 Chapter 1 Human Anatomy 1. definition and origin of human anatomy Human anatomy is the study of the structure of the human body. Although it is said that the origin of human anatomy cannot be precisely known, ancient Egyptians (3200-332 B.C.) precisely removed and classified organs in the process of mummy production, and the Chinese "Huangdi neijing" (475-221 B.C. , Warring States period ), the length, size, and capacity of the intestines and stomach are described in detail. The ancient Roman scholar Celsus (25 B.C. - 50 A.D.) wrote a book entitled "On Medicine" which contains many anatomical descriptions including skeletal theory. In addition, the ancient Roman scholar Celsus (25 B.C. - 50 A.D.) included many anatomical descriptions, including skeletal theory, in his book "On Medicine" in the surgical section.1 From this point of view, we can surmise that the origin of anatomy may have stemmed from the desire to know the structure of the human body. Even if this is not the case, we can say that knowing the structure of the human body and anatomy are indispensable to each other. 2. development of human anatomy Anatomy has developed along two main paths. The first is due to necessity in the medical field, and the second is dissection stemming from pure curiosity from a biological perspective.2 It was, after all, the dissection of cadavers for the advancement of medicine that established the academic foundation of modern anatomy. Here we will look at some of the influential figures in its development, including Claudius Galenos (129-216), Mondino de Luzzi (1275-1326), and Andreas Vesalius ( Andreas Vesalius, 1514-1564. Earlier, Galenos. is a man revered as a pioneer of ancient Roman anatomy and modern medicine, and is the author of a compilation of ancient medical science. He was a physician who influenced European basic medicine for more than a thousand years. He was actively engaged in dissection using animals with a high degree of similarity to humans, such as monkeys, and in physiological experiments on organs and blood vessels, etc. At that time, human anatomy was no longer practiced, and because of this, he is thought to have inferred the structure of the human body by referring to animal dissections and past medical books and other literature. Although there are some differences from modern medicine, there are many areas of agreement. 6 1 Hwangtae neigyeong yogyeo daido" (Jang Qicheng, Korean edition, 2015), p. 262. "Jinja anatomy renaissance" (Fujita Naoo, 1989), p. 30. 2 The Renaissance of Human Anatomy, p. 14. 7 These achievements would later have a great influence on Mondino and Vesalius in the Middle Ages.3 Mondino de Luzzi was the author of the one and only book on anatomy in the Middle Ages. He studied at the University of Bologna, where he became professor of anatomy, a position he held until his death. His greatest achievement was the dissection of two cadavers himself and the publication of his Anathomia in 1316.4 Figure 1 Mondino de Luzzi , Anatomia Figure 2 Andreas Vesalius , De humani corporis fabrica (1543) Mundini (1536) , p.163. p.170. Andreas Vesalius was a man who inherited the anatomical intentions of his predecessors and had a great influence on modern medicine and anatomy. Knowing that Galen's work was based on animal anatomy, he dissected many human bodies and, with the help of artists, wrote his book "Fabrica" ("De humani corporis fabrica libri septem") in 1543. What is noteworthy about this book is the quality of the illustrations. This can be clearly seen by comparing Mondino's "Anatomy" (Fig. 1) with the illustrations in "Fabrica" (Fig. 2). (The illustration (Fig. 1) is flat, and there are many areas where the overall balance is uncomfortable, such as where the artist tries to bring a three-dimensional effect only to the feet, or where the pelvis is abnormally large. However, in the case of (Fig. 2), the overall balance of the human body is good, and the presence of the body is given by showing its positional relationship with the background, and the shading is subtle. From the above, we believe that "Fabrica" contains illustrations with an overwhelmingly higher degree of perfection than "Anatomy". This is because artists of the time also believed that they could draw better pictures by knowing the structure of the human body. From this point of view, we believe that the foundation of modern anatomy was established through the joint efforts of medicine and art. 3 The Renaissance of Human Anatomy, pp. 32-34. 4 The Renaissance of Human Anatomy, pp. 62-63. 8

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