• Title/Summary/Keyword: 3D캐릭터

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A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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A Study on 3D Game Character Grouping using Object Feature Vector (객체 특징 벡터를 이용한 3D 게임 캐릭터 그룹핑에 관한 연구)

  • Park, Chang-Min
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.263-269
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    • 2012
  • Grouping of characters in a 3D game can be very effective to play. An 3D game characters grouping method is proposed using Object Feature vector depending on their characteristics. In the case of NMT, the constitution of pattern is regular and directive. But MT is not. Such characteristic is extracted using Gabor Filter, then character is grouped. Through experiment, we obtain accuracy of more than 80% for grouping method using each feature. Thus, using this property, characters could be grouped effectively and it draws the game more speed and strategic actions as a result.

A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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A Study on the Character Creation of Traditional Incantatory Pattern for Individual Character Industry (Individual Character 산업을 위한 전통 주술 문양의 캐릭터 개발 연구)

  • 신승택
    • Archives of design research
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    • v.16 no.1
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    • pp.127-136
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    • 2003
  • Each country, each organization and individual have pursued their own identity, which require a unique design discriminated from other countries, cultures and people. As character related industries including character, cartoon, animation and CF appeared everywhere, development of character of mascot concept which can highlight individual personality has been required. This study is to meet these requirements and develop character of Korean subject as the concept of mascot or guard angel in order to develop the unique design with discriminative features from individual identity. For this, this study named it "Individual Character", analyzes the Korean traditional incantatory patterns and develops three patterns such as line art character, five-color 2D character and letter '||'&'||' picture 3D character as a form having individual character with the twelve gods of the earth through examination of materials of traditional patterns home and aborad. These three-typed characters seek strategies by types and are applied to calender, ceramic, metal, animation source, living goods and accessories. Application to commodities include line art and the products of 20 and 3D types based on re-design and add metal, paper, web and ceramic. Therefore this study finds that "Individual Character' using traditional incantatory patterns can discover the cultural identity and originality through Korean design creation and application of "Individual Character" to character industry can develop the pluralistic characters with a material and it can be extended to consumption goods.onsumption goods.

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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.

The Visual Counterpoint immanent in Production of Animated Characters' Changing Role -With Focus on the Lighting Design of 3D Animation Toystory3 Digital Colorscript - (애니메이션 캐릭터의 역할변화 연출에 내재된 시각적 대위법 - 3D 애니메이션 <토이스토리 3> 디지털 칼라스크립트의 조명디자인을 중심으로 -)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.155-180
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    • 2014
  • The roles of the characters of 3D animation Toystory3, which was released in 2010 and achieved worldwide success, can be classified into typical, simple and easy-to-understand roles such as hero, villain, princess, and assistant. However, the process, in which each character's role is finally recognized by the audience, is embodied in a very colorful and exquisite manner and makes the curiosity of the audience continue effectively. The stream of the diverse role changes of the characters of Toystory3 is represented through "visual rhythm of the lighting design" and such rhythm can be confirmed most clearly in the digital colorscript stage. This researcher analyzed the characters' role changes in the work based on Propp's folktale character analysis theory, and extracted the core scenes that lead to inference, doubt, performance, reinforcement by character in order to grasp how the audience gasps major characters' role changes. The visual differences of the lighting design, which the four core scenes of each character show, were represented in graph and analyzed, and the results showed that the changes that one character has constituted rhythmical, visual contrast gradually and the rhythms of each independent character achieve visual contrast and harmony each other like the voice part of polyphony. This researcher calls this "the visual counterpoint of character's changing" and derives the conclusion that a dual visual counterpoint is hidden in the character production of the full-length animation Toystory3. Along with this, this researcher proposes the production of full-length animation that actively utilizes constructive aesthetics.

Production of Lip-sync Animation, 3D Character in Dialogue-Based Image Contents Work System by Utilizing Morphing Technique (Morphing 기법을 활용한 대화구문기반 영상 콘텐츠 저작도구 시스템 내 3D 캐릭터 Lip-sync Animation제작)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.253-259
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    • 2012
  • In this study, the dialog syntax-based video content production flow for the character set, 'Form Noah' chart using the mouse, lip-sync Animation been making 3D characters were applying. Vertex Animation Morphing techniques by expressing the natural shape of the mouth for the characters engaging and the transmission of visual information for the viewers to be able to get a high intelligibility is considered.

Study on the Motion Acting in a Game Character Animation (게임캐릭터애니메이션 동작연기연구)

  • Hwang Kil-Nam
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.116-123
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    • 2006
  • This study aims to develop the game character to encompass more complicated motions, an upgrade from simple actions, to demonstrate different emotional state. The character takes a medium role in describing various situations by applying the motion of pantomimist and making a connection to the 3D character action. Motion acting is an upgraded version of the basic motion to show various emotional phases such as joy, anger, sorrow and pleasure. Moreover, it delivers clear messages through emotional acting in opposition to symbolic language and provides various perspectives of motion acting.

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Polygonal Model Simplification Method for Game Character (게임 캐릭터를 위한 폴리곤 모델 단순화 방법)

  • Lee, Chang-Hoon;Cho, Seong-Eon;Kim, Tai-Hoon
    • Journal of Advanced Navigation Technology
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    • v.13 no.1
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    • pp.142-150
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    • 2009
  • It is very important to generate a simplified model from a complex 3D character in computer game. We propose a new method of extracting feature lines from a 3D game character. Given an unstructured 3D character model containing texture information, we use model feature map (MFM), which is a 2D map that abstracts the variation of texture and curvature in the 3D character model. The MFM is created from both a texture map and a curvature map, which are produced separately by edge-detection to locate line features. The MFM can be edited interactively using standard image-processing tools. We demonstrate the technique on several data sets, including, but not limited to facial character.

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Comparative Analysis of Projectile Collision Detection Methods in Unity3D (Unity3D엔진에서 투사체 충돌처리 방법의 비교분석)

  • Seo, Jong-Seok;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.181-182
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    • 2017
  • 게임에서 캐릭터와 몬스터 간, 캐릭터와 캐릭터 간, 피격처리 등을 위해서는 충돌처리가 필요하다. 본 논문에서는 Unity3D 엔진에서 지원하는 충돌처리 방법을 비교분석하였다. Unity3D 엔진에서 지원하는 충돌처리 방법은 Collider 방식과 Raycast 방식이 있으며, Collider 방식은 정적이거나 속도가 아주 느린 오브젝트에 사용하고, Raycast방식은 속도가 빠른 투사체를 구현하는데 적합하다.

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