• Title/Summary/Keyword: Animation Action

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Motion Control of Character Animation Using Expressions (익스프레션을 이용한 캐릭터 애니메이션의 동작 제어)

  • 김형균;오무송;고석만;김장형
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.574-577
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    • 2003
  • This paper manufactured animation to use expression for efficient action control of character animation. Animation to use expression is method to express natural animation little more easily and usefully in expression of motion. Find urea that could control animation in expression analyzing action control points of character and used in ceremony. Embodied animation to control automatically action of character on the basis of this. Efficiency of expression that animation by expression can create natural and realistic action by manufacturing that is simple was expose by advantage, but showed awkwardness than animation by key frame way by animator.

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

  • Lee Nam-Kook;Kyung Byung-Pyo;Ryu Seoc-Ho
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.47-54
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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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The Study on the Effects of Elasticity on the Animation Characters (탄성이 애니메이션 캐릭터에 미치는 영향에 관한 연구)

  • Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Nam-Kook
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.135-142
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    • 2006
  • An animation character can be applied an Elasticity principle to strengthen an action and expression. That principle is called as Squash & Stretch in animation. 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. Havier characters squash and stretch more than thinner ones. Any action will not be well expressed without this principle. To be a good animation movement, it should be widely applied in all type of animation, not only 2D animation.

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A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

Analysis and Proposal of Abstractive Expression of 3D Animation (3D 애니메이션의 추상적 표현에 관한 분석 및 제안)

  • Park, Sung-Dae;Jung, Yee-Ji
    • Cartoon and Animation Studies
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    • s.37
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    • pp.1-24
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    • 2014
  • The advancement of computer technology has blurred the border in image expression between live-action films and 3D animation to an indistinguishable extent. Despite the ever-evolving image expression, it has been found that animation properly incorporating abstractive expression receives more positive responses from the audience than the animation closely akin to live-action films. This indicates that animation-specific abstractive expression can exert more significant effects than that of live-action expression as proved in Dr. Mori Masahiro's 'Uncanny Valley.' Also, such effects apply only to characters, whilst the technology capable of live-action expression is acknowledged only for the background of 3D animation. Without doubt, animation has its own infinite world of expression, and thus more effective methods for its expression can no longer be considered a matter of technology. The present study analyzes the abstractive expression of 3D animation in terms of characters and backgrounds and explores a more effective method to apply the current technology of image expression to 3D animation with a view to proposing a direction for more appropriate application of 3D animation technology to future animation.

A Study on Transfer form in Action Scene of Animation (애니메이션 액션장면의 이동형태에 관한 연구)

  • 오정석;윤호창;고상미
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.460-467
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    • 2003
  • According to Korea Socity of Cartoon&Animation studies research material, consumer's preference degree about animation genre answered that investigation target's 50% is doing basis in interest. Animation has various factor of interest induction, but we can count as person's action scene among them. Laying stress on Japan animation 'Offended ghost princess' and 'New century Ebangerion', this research Analyze identifying special feature and difference of transfer form of person(object) that show in cut away of action scene, and Recognized whether diagnostic expressions by the result influence as dynamic element to actuality consumers.

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A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

A study on the relationship between the movement of animation and heritage of modern mechanism (애니메이션의 움직임과 근대 기계론 전통의 상관관계 연구)

  • Kim, Takhoon;Han, Tae-Sik
    • Cartoon and Animation Studies
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    • s.30
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    • pp.27-57
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    • 2013
  • Animation which appeared with films in the late 19th century was a medium which came on obtaining nourishment from art historical style of modernism. However, the relation establishment between animation and modernism has been focused mainly on animation shapes, namely painted images. This sprang from explaining the relationship between animation and paintings, and for this reason, discussions of movements in animation were understood in tradition of chromophotograph of Muybridge and Jules Marey, or some characteristics owned by the live-action film. However, movements of animation were essentially different from the indexical sign of films or photogram, and objects of reproduction were different between them. Movements reproduced by animation are not ordinary movements, but expressions of or compressed movements and considerably systematic movements. As a result, these movements are far from reproduction of live-action film photogram. Rather, the logic of movements reproduced by animation comes near to controlling their motion scopes, time, distance etc. after dividing each part of the body. This is concluded in a standpoint of modern mechanism which is represented by Descartes and La Mettrie who tried to understand human body as a exchangeable machine. Design of modern mechanism ranging from modern society to industrial society and the age of modernism came to lead to analysis of physical motions of modern industrial society called composition of efficient movements understanding them as the law of nature rather than movements as nature. In the late 19th century, Taylor, F. W. and Gilbreth, Frank Bunker's studies of workers' working hours and 'motion study' were a way of constituting the frame of machine-human, which indicates that tradition of modern mechanism affected the entire modernism passing through industrial society. Further, we can see that motion studies conducted by them have almost similar characteristics to action analysis to study animation later in the name of 'timing'.

A study on the expression of colors in 2D animation image : Focusing on the colors of short animation different from the representation of three dimension space (2D 애니메이션 이미지의 색채 표현 연구 : 3차원적 공간 재현을 탈피한 단편 애니메이션의 색채를 중심으로)

  • Oh, Jin-Hee;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.113-124
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    • 2009
  • This study shows that there is an essential difference between colors of animation and live action film through the expressive colors of 2D animation as distinct from three dimension space. While live action film has an obvious object of representation, the image of 2D animation is a creature made by human without the process of mechanical representation. And this is revealed sharply in the expressive colors of 2D animation. Therefore the expressive colors of 2D animation are the important points in which the autonomous meaning of animation image is revealed.

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