Takeshi Kinoshita1 and Mitsuyasu Miyazaki2
1Yamaguchi Prefectural University, Yamaguchi 753-0021, Japan
2Yamaguchi University, Ube, Yamaguchi 755-8611, Japan
(Received November 6, 1998; Accepted March 8, 1999)
Keywords: 3D-CG (animation), Continuity, Sketch Continuity, Story Boards, Image Sketch, Digitized Data, Man-to-man Interface, Interdisciplinary
Abstract. The present study purports to probe for a clue to constructing a methodology with which to design a three-dimensional computer graphic (3D-CG), a mode indispensable nowadays for presenting graphic media contents. For that purpose, this study focuses on the "Sketch Continuity," a traditional method practiced in the actual making of graphic works: with recourse to this method, five graphic representations were experimentally produced. This is to elucidate 1) the validity and possible problems of the "Sketch Continuity" when it is used for making a graphic representation; 2) the limits of the relevancies pertinent to, and the anomalies arising from the differences between, the instructions given by the sketch continuity and the settings for 3D-CG. The elucidation, after all, suggests integration of other fields into the scope of the current study so as to cope with further problems.