• Title/Summary/Keyword: 애니메이션 제작 공정

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A Study on VR Convergence Contents Creation Process ink painting (수묵화를 이용한 VR 융합콘텐츠 제작공정 연구)

  • Hou, Zheng-Dong;Choi, Chul-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.193-198
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    • 2018
  • Applying VR technology to animation areas is emerging as a trend of recent years. So if you use this VR technology in traditional ink animation, 2D art piece is expected to be equipped with a new narrative style and visual and auditory language, making it a new animation genre. There's a lot of technical difficulties in putting the existing 2D ink image on a 360 degree display. VR ink animation has been created that gives depth to VR space by using layer extraction method based on depth of distance and placing layers extracted on curved surface that is aligned with depth in 360-degree space in the image of ink painting, which is the background of traditional ink animation. In the text, we took an overview on problems generated in extracting layers of distant view, close-range view and middle distant view from the existing image of ink painting and made suggestions of an effective way to approach them.

The Solution of Content Creation for User Side Using Animation Management System (애니메이션 공정관리시스템을 활용한 사용자 중심 콘텐츠 생성 방안)

  • Lim, Yang-Mi;Kim, Sung-Rea;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.163-167
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    • 2006
  • The previous media has the function that was information of the contents was delivered by only content providers, but the current media makes the interactive function between content providers and general receivers. For this reason, the role of receivers are also expanded in the realm of multimedia and receivers have the roles of the sending and getting information for content user, not more receiver. The constituent members relative to content are content providers, users and user-created content. This paper introduces "the wonderland" the animation process management system for high-level user group. Also, most of images which are made of the animation process are publicly accessible, providing the public or the average user group for making resources easily by using "the wonderland." Although, the general user can get an environment to reedit their own new movie with making the most of provided movie sources are scene and cut units, according to one's taste and one's idea. The materialization of process management system can expand dramatically enough contents, and save the time to edit digital animation or movie, control numerous sources, made an animation processing, and the result output. Such "the wonderland" will significantly help to create future content.

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Developing an Independent Rendering Tool to Control Render Layer in 3D Animation Files (3D 애니메이션 파일의 렌더링 레이어를 조절하기 위한 독립적인 렌더링 도구 개발)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.84-93
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    • 2008
  • Since 2005, the production of feature 3D animation has been growing up worldwide and technology of hardware and software has been advanced fully enough to get over the limitation of visual expression, so that rendering weight of the whole work process is getting more important. A final file in the state right before rendering increases. the data size gets bigger. Therefore, if such final file is rendered as it is, the production schedule may not be met. For, some needless time shall be spent to call and save a high-capacity file in amendment work and to execute the rendering entirely again in addition to amendment. In this study, Maya API [1]was used to study the efficient information amendment method of extracting the rendering layers' files in order to develop a tool that executes rendering by applying such method. As the result, compliance to production schedule that is important in animation production can be done through the independent rendering tool based layer rendering that can maximize the efficiency of amendment work.

A Study on the Development Processes for Digital Contents in the Animation Industry (국내 애니메이션 기업의 애니메이션 콘텐츠 개발과정에 관한 연구)

  • Lee, Han-Chul;Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.10 no.2
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    • pp.246-259
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    • 2007
  • The animation industry, which accelerates the overall development of the Digital contents industry, is a high value-added industry that produces synergy effects in cooperation with key industries such as IT. Effectively serving as a vital energy source for the Korean economy through its positive effects, such as employment creation. In particular, there is the real prospect that the Korean animation industry will gain ground in overseas markets and thus occupy them ahead of others, by advancing overseas in uni son with the hypersonic network industry. In this regard, this study aims to suggest some concrete ways in which to Korean animation companies can enhance their competitiveness. This is accomplished by positively verifying that some major representative methods of competitiveness enhancement, whose effectiveness has been proved in existing manufacturing and production systems. a re also excellently effective for the animation enterprise. In effect, the study has positively applied and carried out such research on Korean animation enterprises.

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Effective Image Sequence Format in 3D Animation Production Pipeline (3D 애니메이션 제작 공정에 있어서 효율적인 이미지 시퀀스 포맷)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.134-141
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    • 2007
  • In 3D animation rendering process, Although we can render the output as a movie file format, most productions use image sequences in their rendering pipelines. This Image Sequence rendering process is extremely important step in final compositing in movie industries. Although there are various type of making image rendering processes, TGA format Is one of most widely used bitmap file formats using in industries. People may ask TGA format is most suitable for in any case. As we know 3D softwares have their own image formats. so we need to testify on this. In this paper, we are going to focus on Alias' 3D package software called MAYA which we will analyze of compressing image sequence, Image quality, supporting Alpha channels in compositing, and Z-depth information. The purpose of this paper is providing to 3D Pipeline as a guideline about effective image sequence format.

A Study on Korean Monster Characters for Korea Myth (한국신화를 이용한 한국형 몬스터 캐릭터 개발 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.328-331
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    • 2010
  • The ratio of roles, involving characters created by 2D or 3D Graphic Technology, has risen within games, recent animations, movies and the educational sector. However, the "monster character" appears mainly in "Shanghai Ching" and Greek and Roman mythology. To receive worldwide accolade, it is time that we should use our games, movies and animations to present the history and spirit of Korea. I researched Korean myths so as to understand the characteristics a "Korean monster" would need to portray. This also allowed me to visualise the monster and realize the necessary manufacturing processes involved.

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A Study of Experimental Image Direction for Short Animation Movies -focusing in short film and (단편애니메이션의 실험적 영상연출 연구 -<탱고>와 <페스트 필름>을 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.36
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    • pp.375-391
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    • 2014
  • Animation movie is a non-photorealistic animated art that consists of formative language forming a frame based on a story and cuts describing frames that form the cuts. Therefore, in expressing an image, artistic expression methods and devices for a formative space are should be provided in a frame while cuts have the images between frames faithfully. Short animation movie is produced by various image experiments with unique image expressions rather than narration for expressing subjective discourse of a writer. Therefore, image style that forms unique images and various image directions are important factors. This study compared the experimental image directions of and , both of which showed a production method of film manipulation. First, while uses pixilation that produces images obtained from live images through painting and many optical disclosure process on a cell mat, was made with diverse collage techniques such as tearing, cutting, pasting, and folding hundreds of scenes from action movies. Second, expresses non-causal relationship of characters by their repetitive behaviors and circulatory image structure through a fixed camera angle, resisting typical scene transition. On the other hand, has an advancing structure that progresses antagonistic relationship of characters through diverse camera angles and scene transition of unique images. Third, in terms of editing, uses a long-take short cut technique in which the whole image consists of one short cut, though it seems to be many scenes with the appearance of various characters. On the other hand, maximizes visual fun and commitment by image reconstruction with hundreds of various short cuts. That is, both works have common features of an experimental work that shows expansion of animated image expressions through film manipulation that is different form general animation productions. On top of that, delivers routine life of diverse human beings without clear narration through image of conceptualized spaces. expresses it in a new image space through image reconstruction with collage technique and speedy progress, setting a binary opposition structure.

Mold Making and Casting for Stop-Motion Puppets (스톱모션 퍼핏을 위한 몰드 제작과 캐스팅)

  • Kim, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.43-53
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    • 2013
  • This paper covers the manufacturing process to improve the quality of the puppet for stop-motion films, especially focuses on the mold making and casting process those are the key steps of the puppet making. Unlike the general mold for a duplication, the mold for puppets has special functions to fix an armature and inject casting materials stably inside, and it is repeatedly baked at high temperature. The practical information about puppet makings is provided including various predictable problems, expertise from many professionals, vender list, and so on.

Development of a Simulation Model for Supply Chain Management of Modular Construction based Steel Bridge (모듈러 공법 기반 강교 공급사슬 관리를 위한 시뮬레이션 모형 개발)

  • Lee, Jaeil;Jeong, Eunji;Kim, Sinam;Jeong, Keunchae
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.2
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    • pp.3-15
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    • 2022
  • In this study, we develop a simulation model for Supply Chain Management (SCM) of modular construction based steel bridge. To this end, first, Factory Production/Site Construction system data for the steel bridge construction were collected, and supply chain, entities, resources, processes were defined based on the collected data. After that, a steel bridge supply chain simulation model was developed by creating data, flowchart, and animation modules using Arena software. Finally, verification and validation of the model were performed by using animation check, extreme condition check, average value test, Little' s law test, and actual case value test. As a result, the developed simulation model appropriately expressed the processes and characteristics of the steel bridge supply chain without any logical errors, and provided accurate performance evaluation values for the target system. In the future, we expect that the model will faithfully play a role as a performance evaluation platform in developing management techniques for optimally operating the steel bridge supply chain.

The image format research which is suitable in animation work (애니메이션 작업에 사용되는 이미지 포맷 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.14
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    • pp.37-51
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    • 2008
  • The computer has become an indispensable tool for animation works. However if you don't understand the characteristics of the computer and its software, you might not have the result satisfying your efforts. The incorrect understanding of image format sometimes causes it. Habitually image formats are selected usually for most of works but there is a distinct difference among those image formats while the efficient usages of them are different from each other. For your more efficient work therefore, you need to identify the characteristics of various kinds of image format used mostly for animation works. First I took a look at the theories of the lossy compression and lossless compression, which are two types of data compression widely used in the whole parts of computer world and the difference between bitmap method and vector method, which are respectably different in terms of the way of expressing images and finally the 24 bit true color and 8 bits alpha channel. Based on those characteristics, I have analyzed the functional difference among image formats used between various types of animation works such as 2D, 3D, composing and editing and also the benefits and weakness of them. Additionally I've proved it is wrong that the JPEG files consume a small space in computer work. In conclusion, I suggest the TIF format as the most efficient format for whatever it is editing, composing, 3D and 2D in considering capacity, function and image quality and also I'd like to recommend PSD format which has compatibility and excellent function, since the Adobe educational programs are used a lot for the school education. I hope this treatise to contribute to your right choice of image format in school education and practical works.

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