• Title/Summary/Keyword: 2D animation

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Analysis of 2D Animation Scene Color Design - focused on "Uproar in Heaven" (2D 애니메션 장면에서 칼라디자인 분석 - 작품 "Uproar in Heaven" 중심으로)

  • Zhang, Ping;Kim, Hav-Yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.325-326
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    • 2014
  • With a history of over 100 years, animation is an art of film and television, and a diversified special form of art as well. Animation scene design is not just about scenic painting but also a time-space formative art that serves for film and television animation, presents story plots, unveils dramatic conflicts and depicts character personalities. Scene design requires both high creativity and artistry. Scene design shall cover the living places, social environment, natural environment and historical environment where the characters live. The use of color is an important part in animation creation. In terms of scene design, it plays a significant role in building up the scene atmosphere, promote the plot and enriching screen contents. Focused on Uproar in Heaven-a classic Chinese animation, this paper analyzes the traditional characteristics of Chinese animation scene color and discusses the application and development of color.

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Automatic Anticipation Generation for 3D Facial Animation (3차원 얼굴 표정 애니메이션을 위한 기대효과의 자동 생성)

  • Choi Jung-Ju;Kim Dong-Sun;Lee In-Kwon
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.39-48
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    • 2005
  • According to traditional 2D animation techniques, anticipation makes an animation much convincing and expressive. We present an automatic method for inserting anticipation effects to an existing facial animation. Our approach assumes that an anticipatory facial expression can be found within an existing facial animation if it is long enough. Vertices of the face model are classified into a set of components using principal components analysis directly from a given hey-framed and/or motion -captured facial animation data. The vortices in a single component will have similar directions of motion in the animation. For each component, the animation is examined to find an anticipation effect for the given facial expression. One of those anticipation effects is selected as the best anticipation effect, which preserves the topology of the face model. The best anticipation effect is automatically blended with the original facial animation while preserving the continuity and the entire duration of the animation. We show experimental results for given motion-captured and key-framed facial animations. This paper deals with a part of broad subject an application of the principles of traditional 2D animation techniques to 3D animation. We show how to incorporate anticipation into 3D facial animation. Animators can produce 3D facial animation with anticipation simply by selecting the facial expression in the animation.

Unity: A Powerful Tool for 3D Computer Animation Production

  • Ecole Luthermilla;Kim Won-Tae;Yoon Jeong-Shick
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.45-57
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    • 2023
  • Unity is a powerful game engine that can be used to create 2D or 3D content. The current study focuses on the use of Unity for 3D computer animations, covering the strengths, basic concepts and tools for creating and integrating 3D animations in Unity, including the use of keyframe animation, animation controllers, and blend trees. Also covering advanced topics such as skeletal animation, procedural animation and their applications in games, simulations, and other interactive media. Case studies that showcase the potential of Unity for 3D animation will be analyzed and discussed taking in the quality of visuals and the receptance by the public in general.

Research on 3D software characteristics suitable for university (대학 3D애니메이션 교육에 적합한 소프트웨어 특성 연구:Autodesk사의 Maya와 3ds Max를 중심으로)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.16
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    • pp.223-243
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    • 2009
  • Computer graphic where the most useful and effective production methods are used for animation or films has expanded into actors' performance beyond object expression, background expression and special effect. Unlike 2D drawing software focusing on user's sense, 3D mainly depends on hardware performance and software functions. Therefore, for 3D users, learning 3D functions is directly related to new expression, and quick learning and effective representation are keys to productivity growth in animation industry. In line with industrial needs, basic 3D animation software training is provided in school. Unfortunately, however, many problems such as lack of professional instructors, time allocation and education environment prevent various 3D animation software from being taught. Moreover, functional use does not live up to industrial rapid trends. In order to improve effects of software functional education in restricted education fields, this research aims to find out what functions of 3D animation software are used in industries, what are those function used for, and how schools provide 3D animation software training.

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The Study of Cartoon Rendering based Japanese Animation (일본 애니메이션을 통해 본 카툰렌더링 스타일 룩에 관한 연구)

  • Liu, Ya Qian;Choi, Chul Young
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.327-328
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    • 2015
  • 디지털시대에서 미국카툰시장은 3D 디지털 기법을 충분히 활용하여 마치 실사 같은 영화(Photo realistic movie)를 제작하는 한편. 일본의 경우는 그들만의 독특한 전통 셀 애니메이션(cell animation) 형식을 3D CG 기술과 결합하여 새로운 제작방식의 애니메이션을 제시하고 있다. 본 연구는 일본 2D 애니메이션에서 제작 방식을 유지해야 할 당위성을 카툰 렌더링 3D의 제작방식에 도입하여, 융합한 사례 분석을 통해 2D 애니메이션의 필요성과 중요성을 제시하려 한다.

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A Study on the 3D Stereoscopic Disparity in Four Animation Movies (3D 입체 애니메이션의 장면별 입체시차 연구)

  • Suh, Donghee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.105-128
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    • 2014
  • This study was aimed to analyze the disparities of 3D stereoscopic images in four well-known American animation movies. After Avatar (2009), lots of stereoscopic movies were developed in Korean 3D production. Almost all 3D productions in Korea, however, focus on the display images or TV series animation yet. In order to make many well-made Korean stereoscopic 3D animations in future, analyzing and comparing the disparities of 3D stereoscopic images is necessary and even mandated. First, I chose 40 cuts from each four American stereoscopic 3D feature films, including Despicable me 2, Epic, Monster University, and Turbo. According to the classifications of shot angles by Vineyard (2008), secondly I analyze the 23 different angular disparities of 3D stereoscopic images and displayed in tables. Demonstrated shot angle disparities in each scene would provide numerical information to animators how to design and make the 3D stereoscopic images. Making successful stereoscopic 3D feature film will be a huge turning point in the Korean animation field in future. This study would be a first trial to seek a new method to set ahead an outlook of numerical values of 3D stereoscopic images for better visual effects.

The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.491-508
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    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.

Analysis of Squash & Stretch Principle for Animation Action (애니메이션 동작을 위한 Squash & Stretch 원칙의 분석)

  • Lee Nam-Kook;Kyung Byung-Pyo;Ryu Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.111-114
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    • 2005
  • Squash & Stretch principle is playing an essential principle for animation action. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Any action will not be well expressed without this principle. To be a good animation action, it should be deeply applied in 3D animation, not only 2D animation. Thus, a systemic analysis of Squash & Stretch principle is required.

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Visualizing 3D form Using SketchTo3D Tool

  • Song, Balgum;Kim, Chul Soo
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1634-1642
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    • 2022
  • Numerous studies have attempted to present converting 2D drawings to 3D. However, converting 3D shapes to exactly how a person thinks is challenging because 2D drawings include numerous variables and possibilities. This study focuses on visualizing 2D to 3D in a commonly used 3D animation software required in animation education or the 3D industry. We implemented our SketchTo3D tool to add the editing and automatic texture assigning method from the imported 2D image into the 3D software that previously had to be done manually. As a result, the SketchTo3D tool saves time to immediately visualize the composition, shape, and volume to express the 3D character, providing an opportunity to break down the barrier between 2D and 3D.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.