• Title/Summary/Keyword: 3D Keyframe Animation

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Removable 3D Object For Mobile Phone Based on J2ME

  • Lee, Song-Won;Hong, Sung-Soo;Kim, Seok-Dong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.706-709
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    • 2009
  • The informatization of Korea is accompanied by the great growth of new strategic export industry, as of mobile phone or semiconductor LCD. Speaking to the situation of mobile phone, Motorola swept over the American domestic market in the beginning of 1990s, digital mobile communication as CDMA developed swiftly in Korea. In 1996, the first year's CDMA users of Samsung were merely one million, nevertheless, the world's sales in the first half of this year is up to 92 million. In this p aper I design 3D application based on J2ME and implement a freely removable 3D object which happened in a 3D scen e by receiving the keyboard response of mobile device with WTK (Wireless ToolKit) simulator. It contains benefits of improvement of relative speed and high-level functionality such as scene graph, keyframe animation, etc.

Study of Image Production using Steadicam Effects for 3D Camera (3D 카메라 기반 스테디캠 효과를 적용한 영상제작에 관한연구)

  • Lee, Junsang;Park, Sungdae;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3035-3041
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    • 2014
  • The steadicam effects is widely used in production of the 3D animation for natural camera movement. Conventional method for steadicam effects is using keyframe animation technique, which is annoying and time consuming process. Furthermore it is difficult and unnatural to simulate camera movement in real world. In this paper we propose a novel method for representing steadicam effects on virtual camera of 3D animation. We modeled a camera of real world into Maya production tools, considering gravity, mass and elasticity. The model is implemented with Python language, which is directly applied to Maya platform as a filter module. The proposed method reduces production time and improves production environment. It also makes more natural and realistic footage to maximize visual effects.

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 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.

H-Anim-based Definition of Character Animation Data (캐릭터 애니메이션 데이터의 H-Anim 기반 정의)

  • Lee, Jae-Wook;Lee, Myeong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.10
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    • pp.796-800
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    • 2009
  • Currently, there are many software tools that can generate 3D human figure models and animations based on the advancement of computer graphics technology. However, we still have problems in interoperability of human data models in different applications because common data models do not exist. To address this issue, the Web3D Consortium and the ISO/IEC JTC1 SC24 WG6 have developed the H-Anim standard. However, H-Anim does not include human motion data formats although it defines the structure of a human figure. This research is intended to obtain interoperable human animation by defining the data for human motions in H- Anim figures. In this paper, we describe a syntactic method to define motion data for the H-Anim figure and its implementation. In addition, we describe a method of specifying motion parameters necessary for generating animations by using an arbitrary character model data set created by a general graphics tool.