• Title/Summary/Keyword: 3D Character Animation

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A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.101-107
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    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.

A Case Study on AI-Driven <DEEPMOTION> Motion Capture Technology

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.87-92
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    • 2024
  • The rapid development of artificial intelligence technology in recent years is evident, from the emergence of ChatGPT to innovations like Midjourney, Stable Diffution, and the upcoming SORA text-to-video technology by OPENai. Animation capture technology, driven by the AI technology trend, is undergoing significant advancements, accelerating the progress of the animation industry. Through an analysis of the current application of DEEPMOTION, this paper explores the development direction of AI motion capture technology, analyzes issues such as errors in multi-person object motion capture, and examines the vast prospects. With the continuous advancement of AI technology, the ability to recognize and track complex movements and expressions faster and more accurately, reduce human errors, enhance processing speed and efficiency. This advancement lowers technological barriers and accelerates the fusion of virtual and real worlds.

A Research on Action game character animation (액션 게임에서의 캐릭터 애니메이션 적용 연구)

  • Lee, Heebum;Song, GiSeob;Lee, DongKyu;Park, SeokHee;An, Sung-Ohk;Kim, SooKyun;Lee, Jungin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.45-46
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    • 2013
  • 대중에게 하나의 취미 생활로 자리매김한 게임은 특징이나 작동 방법에 따라 다양한 장르로 발전되었다. 그 중 액션게임 장르는 사용자가 조작하는 캐릭터의 역동적인 움직임과 움직임이 큰 동작으로 인해 사용자로 하여금 게임 플레이에 몰입할 수 있는 특징을 가지고 있다. 과거 2D 환경의 게임에서 연속되는 그림으로 표현되던 캐릭터의 애니메이션 장면은 3D 환경으로 발전하면서 새로운 애니메이션 기법을 필요로 하였으며, 현재 다양한 애니메이션 기법이 연구되고 있다. 본 논문에서는 3D 뼈대 애니메이션 통하여 DirectX에서의 캐릭터 애니메이션 적용 대해 설명한다.

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Method of Automatic Reconstruction and Animation of Skeletal Character Using Metacubes (메타큐브를 이용한 캐릭터 골격 및 애니메이션 자동 생성 방법)

  • Kim, Eun-Seok;Hur, Gi-Taek;Youn, Jae-Hong
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.135-144
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    • 2006
  • Implicit surface model is convenient for modeling objects composed of complicated surfaces such as characters and liquids. Moreover, it can express various forms of surface using a relatively small amount of data. In addition, it can represent both the surface and the volume of objects. Therefore, the modeling technique can be applied efficiently to deformation of objects and 3D animation. However, the existing implicit primitives are parallel to the axis or symmetrical with respect to the axes. Thus it is not easy to use them in modeling objects with various forms of motions. In this paper, we propose an efficient animation method for modeling various poses of characters according to matching with motion capture data by adding the attribute of rotation to metacube which is one of the implicit primitives.

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Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Behavioral Generation of Android-oriented 3D character using kinect (Kinect를 활용한 안드로이드용 3D 캐릭터 행동 제작)

  • Choi, Hong-Seon;Lee, Kang-Hee;Lee, Won-Joo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.31-32
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    • 2012
  • 본 논문에서는 3D 캐릭터의 애니메이션을 제작하기에 앞서 kinect를 활용하여 캐릭터의 동작을 모션캡처를 통해 쉽게 제작하는 방법을 다룬다. 또한 제작된 캐릭터 애니메이션을 md2포맷으로 export하고 안드로이드 환경의 OpenGL을 활용하여 재생하는 기술을 제안하고 이를 이용하여 향후 스마트폰 증강현실에서 도우미로서 소프트웨어 로봇 또는 에이전트의 다양한 감성 행동을 제작하고자 한다.

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Implementing a set of Direct3D Functions on OpenGL (OpenGL을 이용한 Direct3D 기능의 구현)

  • Do, Joo-Young;Baek, Nak-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.19-27
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    • 2011
  • In this paper, we present an emulation library for the essential features and their API function calls provided by Direct3D, the most actively used API for computer game-related application programs on the MS-Windows-based desktop's, with OpenGL library in the Linux environment. In typical Linux-based systems, only the X window system and OpenGL graphics library are available. There are lots of needs for this kind of emulation library to convert the Direct3D-based game applications and user interfaces on these systems. Through carefully selecting the essential API functions from the DirectX version 9.0, we obtained the prototype implementation of that emulation library, to finally get the final full-scale DirectX implementation. Our implementation currently covers 3D coordinate transformations, light and material processing, texture mapping, simple animation features and more. We showed its feasibility through successfully executing a set of Direct3D demonstration programs including a real-world game character animation on our implementation.

A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오용진;박노국
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.05a
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    • pp.154-162
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would be cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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Development of Automatic Lip-sync MAYA Plug-in for 3D Characters (3D 캐릭터에서의 자동 립싱크 MAYA 플러그인 개발)

  • Lee, Sang-Woo;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.127-134
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    • 2018
  • In this paper, we have developed the Auto Lip-Sync Maya plug-in for extracting Korean phonemes from voice data and text information based on Korean and produce high quality 3D lip-sync animation using divided phonemes. In the developed system, phoneme separation was classified into 8 vowels and 13 consonants used in Korean, referring to 49 phonemes provided by Microsoft Speech API engine SAPI. In addition, the pronunciation of vowels and consonants has variety Mouth Shapes, but the same Viseme can be applied to some identical ones. Based on this, we have developed Auto Lip-sync Maya Plug-in based on Python to enable lip-sync animation to be implemented automatically at once.

A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1245-1257
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    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

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