• Title/Summary/Keyword: 애니메이션 제작 파이프라인

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Optimization of the Cloth Simulation Pipeline in Production of 3D Computer Animation (3D 컴퓨터 애니메이션 제작에서 Cloth Simulation 을 위한 제작파이프라인의 최적화)

  • Kwak, Dong-Min;Choi, Chul-Yong;Kim, Ki-Hong;Lee, Dong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.198-207
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    • 2009
  • Recently, it was possible to represent the realistic clothes in the cloth simulation along with growth of 3D computer animation such as visual contents. In addition, because of the development of H/W(Hardware) and S/W(Software), the accessibility and participation are growing. However, in order to make the image of high quality of 3D animation, the optimized production pipeline was need. In this paper, in order to overcome the limitation of exiting 3D computer animation production pipeline, we propose the optimized production pipeline of the cloth simulation. Our production pipeline makes the optimization arrangement in consideration of the mobility in order to supplement the related structure limit toward each part of the existing pipeline. Moreover, by utilizing the dummy cloth the association nature with the animation part is solved and a performance is improved. The proposal pipeline actually introduced to the animation production. And then we can improve the performance production time and production manpower consumption. Consequently, our pipeline is guaranteed an optimized work by emphasizing a connection in the direct image production.

A study on the System Process of Production pipeline of 3D animation (3D Animation 제작 파이프라인 연구 - 국내 소규모 3D애니메이션 제작을 중심으로 -)

  • Yang, sung-su
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.198-202
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    • 2008
  • Manufacturing process of large-scale 3D computer animation is becoming sophistication, ramification because of development of manufacturing technique and extravagant budget. Form of manufacturing pipeline has been variously changed to production type, manufacturing scale, manufacturing form. But it is time that renewed discussion is needed because change and development for the organization is insufficient in small manufacturing company. The project aims to try to help understanding for manufacturing pipeline of internal small-scale 3D animation and to find a plan of organization for internal small-scale production of the real situation. Organization model and methodology of manufacturing pipeline of small manufacturing company is not absolute because it is enough possible to be changed to inclination of the project and its environment. People must fully understand the purpose for organization of manufacturing pipeline of 3D computer animation and it must be organized to the situation for small-scale production so that every worker in production can share the information perfectly.

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A Study on Pipeline for Effective Production of VR Animation (VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구)

  • Kang, Jiyoung;Choi, Sang-Il
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.971-979
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    • 2018
  • Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.

3D Animation Character Development Pipeline using 3D Printing (3차원 프린팅을 활용한 3차원 애니메이션 캐릭터 개발 파이프라인)

  • Kim, Kyoung-Ho;Lee, Jeongjin
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.52-59
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    • 2013
  • Recently, the importance of the efficient production pipeline design has been increased for 3D animation, which becomes more delicate. In this paper, we propose 3D animation character development pipeline using 3D printing technology. We introduce 3D printing procedure into each step of the classical 3D animation and character development pipeline to incorporate the feed-back from the designer immediately. Specially, during the production step, we can find the design errors and minimize the period of production by using 3D printing of approximate shape of designed character. Using proposed method, eight DreaMegg characters were developed and their quality was very high with respect to 3D virtual graphics and real product. Using our method, high-quality 3D animation character can be developed with the minimized time and cost for development by reflecting the feed-back into production line from designers and researchers immediately.

A Study of 3D Stereoscopic TV Animation Production: A Case Study of Pororo, the Little Penguin (3D TV 입체 애니메이션 제작에 대한 연구: <뽀롱 뽀롱 뽀로로> 4 시즌 테스트 제작사례분석을 중심으로)

  • Choi, Sung-Kyu;Oh, Jun-Heon
    • Cartoon and Animation Studies
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    • s.28
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    • pp.101-124
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    • 2012
  • Success of brought a large revolution in the world of cinema and the media market. They have predicted new industrial possibility for 3D Stereoscopic image and trends started to support for producing in the field of various media platform. We can see our domestic technology creates higher added value in the sphere of hard-wear for the market of worldwide home TV electronics. But in reality we are short of effective and organized pipeline of producing and we should analyse cases more for Stereoscopic 3D animations. Therefore in this paper, we present case study on animation made into Stereoscopic 3D animation to build up suitable Stereoscopic 3D TV animations pipeline. We differentiate from any other Stereoscopic content by applying artistic elements and technological elements, especially human factor and 3D Sweetening to elevate the level of 3D Stereoscopic effect for main audience, children. We propose how to strengthen the competitiveness of Korean animation for world animation market.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.644-646
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    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

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A Study of Use of Auto Rigging Tool To Increase Effectiveness of 3D Animation Production (3D애니메이션제작의 효율성 향상을 위한 오토 리깅 툴의 활용에 대한 연구)

  • Baek, Jong-Yeol
    • Cartoon and Animation Studies
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    • s.49
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    • pp.247-265
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    • 2017
  • With the increasingly diverse, sophisticated and complex character animations that can be represented in 3D animations, the importance of rigging, which can most directly affect animating quality, is becoming more and more important. In addition, rapidity is another crucial aspect of 3D animation production. So, the importance of technical director's role which is accurate and rapid handling of rigging pipeline building and immediate application and, corrections of errors during the longest and manpower consuming animation production is more becoming key. Baek Ji Won and Kim Jae-woong (2014) said, "The technical director is adding new importance to the new job, which is created by 3D animation, in conjunction with the limited production period, manpower, budget and production process." Most major overseas studios are developing in-house software to handle rigging and animation processes. Software development code is used to freely develop and modify production pipelines in accordance with the direction of the work. They are making efforts to build an optimal environment for animators. However, too many efforts and ineffective efforts have been made to develop, adapt, and stabilize the rigging process for small producers, creators, and students who do not have the capacity to develop their own in-house software or hire a technical director. This study suggests the most suitable auto-rigging tool among the many auto-rigging tools released in the market, and suggests the most accurate and quick auto-rigging process setting method for those who have insufficient knowledge about 3D character rigging. The efficiency of use of auto-rigging tool was examined.

3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.

A Study on Animation Production Using the CrazyTalk Animator 2 (CrazyTalk Animator 2를 활용한 애니메이션 제작 연구)

  • Ryu, Chang-Su;Lee, Hyun-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.387-388
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    • 2014
  • 최근 2D 애니메이션은 세계적으로 애니메이션 산업이 디지털화 되어가고 있고 디지털 기술의 발전은 끊임없이 애니메이션이 발전과 진화를 거듭되어 오면서 기존의 표준적인 제작파이프라인이 제작 환경과 기법에 따라 독특한 형태로 발전되어왔다. CrazyTalk Animator는 초보자, 교육관련 종사자, 비디오 편집자 및 완성도 높은 캐릭터를 생성하는 전문가와 같이 고성능의 애니메이션 툴을 필요로 하는 전분가 등의 최적의 애니메이션 솔루션을 제공하고 있다. 본 논문에서는 CrazyTalk Animator를 통한 애니메니션 제작 방법으로 아바타 기반의 배경과 소품을 드레그 & 드롭하여 세트를 만들고, 캐릭터들을 카메라와 타임라인 트렉으로 조정하고 제작하여 2D 애니메이션을 제작하였다.

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