• Title/Summary/Keyword: 3D애니메이션

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A Study for 3D Game Process Production Using Virtools (Virtools을 바탕으로한 3D게임 제작방법에 관한 연구)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.8 no.2
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    • pp.131-140
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    • 2007
  • The rapidly expanding field of animation is constantly looking for skilled animators in both 2D and 3D applications. The animation industry, as little as 10 years ago, was limited to the occasional blockbuster release. Today, we find animation everywhere, from medical applications to architecture to feature films and gaming, Especially, 3D games have become a way of life, but it still requires a lot of effort, on the programming side, to get it looking respectable. Programmers take a much more charge of part than designersin the real life game production. In this paper, I would analyze how to easily create 3D game animation using Virtools even if you are a non-programmer.

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Character Analysis by Visual Recognition Elements of Formativeness - focusing on the Characters of 3D Animations, and - (조형성의 시각인지요소를 통한 캐릭터 분석 -3D 애니메이션 <인사이드 아웃>와 <미니언즈>의 캐릭터를 중심으로-)

  • Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.53-79
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    • 2016
  • The public interest and popularity of animation has already forecasted the value of animation as the leader of pop culture and cultural industry. The trend in animation changed from 2D to 3D animation, a new genre that appeared in the 1990s with the development of computer technology and innovative changes in media, and 3D animation secured its position in the 2000s. Researches on 3D animation are conducted in various ways. Integrating the area it shares with film and the area it shares with design, it is produced and consumed. This study focused on 'formativeness(design)', the basis of character design, and tried to find out how it is recognized by the audience, who actually watch and feel it. Also, it approached basic theory and tried to deduce logic that is easy to understand and can analyze design or formativeness which keeps changing. Lastly, this study regards the parts that viewers are not satisfied with as problems, and tries to find out a developmental direction. Among the animations for theaters that were big hits in 2015, this study focused on the characters of and . It reviewed errors and what was lacking in the previous studies, collected experts' opinions and made adjustment. Using the frame prepared through this process, it conducted a survey on study participants, the viewers, to see how it is perceived by them. Finally, it tried to find out the reasons why the audience felt that way through theoretical reviews and applications.

3D printer-based stop-motion animation industry and its impact on the production process (3D 프린터 기반 스톱모션 애니메이션 산업과 제작프로세스에 미치는 영향)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.191-193
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    • 2017
  • Stop-motion animation, which is based on the physical object and is shot frame by frame, is an traditional art of animation. As an independent art form, it has formed a unique art language through a century-long development. With the continuous exploration by animators, stop-motion animation has actively combined with digital technology, and has made a great progress in the use of materials and the technique of filming. the introduction of digital technology not only enriched it's artistic expression, but also laid the basis for it's sustainable development in the new era. This study investigates how 3D printer technology affects the production process and industry of stop motion animation.

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The Study about Application of Animation 12 principles on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 12원칙 적용 사례 연구 -Game [Fly to The Music]을 중심으로-)

  • Kim Hyeon;Lee Nam-Kook
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.25-34
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is 'moving picture' and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called 'Fly to the music' and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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A Study on the Skin Animation for Improving its Rendering speed Using NURBS (NURBS를 이용한 Skin Animation의 속도 향상에 관한 연구)

  • 강종호;이우석;김경식
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.705-708
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    • 2004
  • 과거 로(low)-폴리곤 3D 메시는 모델러에 의해 각 정점들의 제어가 가능했지만, 앞으로의 대세가 전망되는 하이-폴리곤의 경우 모든 정점들을 일일이 제어하는 것은 불가능하다. 따라서 하이-폴리곤 3D 메시는 넙스로 구성될 것이다. 본 연구는 이러한 하이-폴리곤 3D 메시가 스킨 애니메이션될 때 하이-폴리곤 3D 메시의 넙스 구조와 넙스의 계산 속도를 개선하여 애니메이션의 속도를 향상시키는 것을 연구하였다. 본 연구의 결과는 3D 애플리케이션에서 애니메이션을 사용할 때, 하이-폴리곤일수록 애니메이션 연산이 증가하는 것을 억제하고 하이-폴리곤을 사용하는 애니메이션의 부담없는 사용과 넙스의 LOD 적용을 실시간에 가능하게 한다.

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Estimation of 3D Rotation Information of Animation Character Face (애니메이션 캐릭터 얼굴의 3차원 회전정보 측정)

  • Jang, Seok-Woo;Weon, Sun-Hee;Choi, Hyung-Il
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.49-56
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    • 2011
  • Recently, animation contents has become extensively available along with the development of cultural industry. In this paper, we propose a method to analyze a face of animation character and extract 3D rotational information of the face. The suggested method first generates a dominant color model of a face by learning the face image of animation character. Our system then detects the face and its components with the model, and establishes two coordinate systems: base coordinate system and target coordinate system. Our system estimates three dimensional rotational information of the animation character face using the geometric relationship of the two coordinate systems. Finally, in order to visually represent the extracted 3D information, a 3D face model in which the rotation information is reflected is displayed. In experiments, we show that our method can extract 3D rotation information of a character face reasonably.

A Study on Formative Elements in 3D Animation Character -Focusing on Characters' Visual Recognition Elements of Form through Elements of Form and Formation Method of Form- (3D 애니메이션 캐릭터의 조형성 연구 -<겨울왕국> 캐릭터를 중심으로 조형의 구성요소와 원리를 통한 시각인지요소에 관한 연구-)

  • Kim, Hye Sung;Sung, Re-A
    • Cartoon and Animation Studies
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    • s.36
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    • pp.45-74
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    • 2014
  • We can anticipate that animations will form one of the axes and lead popular culture in our future visual age. Recently, research has been actively conducted, but it mainly focuses on their value in culture industry or technologies and methods of producing animations. Of course, research that deals with animation characters has constantly come out. This study focuses on the 'formative elements' of 3D animation characters and attempts differentiation from other research by inducing new logic theoretically. Being freed from the research on characters that has been merely focused on theoretical grounds, this study intends to figure out how audience that is consumers who actually get to watch and feel animations recognizes them and find out related problems and also solutions for them. In particular, this study intends to examine the formative characteristics of 3D animation characters with the characters appearing in , one of the animations that have achieved artistic value as well as commercial success. And for that, the study conducted not only literature review but various surveys and Delphi method as well. Also, the researcher devised an analysis frame to evaluate the formative elements through in-depth discussion with experts. And with this, the study created the forms such as the Elements of Form, Formation Methods of Form and Visual Recognition Elements of Form, examined how audience recognized 3D characters. The process of recognizing an image is influenced by socio-cultural environment or sex, age, and the level of knowledge differently. This was meant to investigate current visual culture and the public's perspective through characters in that represent the visual mode.

A Study on 3D Animation Production Using the iClone (아이클론을 활용한 3D 애니메이션 제작에 관한 연구)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.520-522
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    • 2014
  • The 3D animation these days is confronted with a situation that should develop new contents fit for those circumstances of media in which new platforms such as smart phones, tablet PCs, and smart TVs, etc. are in a rapid change and establish media strategies. Attempts are made of developing methods to diversify content type coping with new smart media characteristics including smart phones, tablet PCs, and smart TVs, etc., with materials of the same story and character, and developing animation video contents based on new media technology. This study made avatas utilizing iClone, avata 3D production technology and investigated 3D animation production methods through costume editing and motion editing.

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A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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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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