• Title/Summary/Keyword: Animation Development Process

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Secondary Action based Dynamic Jiggle-Bone Animation (이차 행동 기반의 다이나믹 지글 본 애니메이션)

  • Park, Sung-Jun;An, Deug-Yong;Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.127-134
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    • 2010
  • The secondary animation technology for the detailed objects including accessories is being studied and applied to the modern game development. The jiggle-bone deformer is used for 3D graphic tools as a technology to create the animation of these objects, but it is disadvantageous in that the real-time modification is difficult and the graphic developers need much time. The secondary animation can also be realized using a physical game engine, but the cost of animation process increases when many objects in a scene of a game are rendered, and it has a low efficiency. This paper proposes a dynamic jiggle-bone animation algorithm, which can be modified in real time and has the similar effect to the physical game engine. To evaluate the performance of the proposed algorithm, tests were conducted with varied number of bones and for the case of one scene with the animation of many jiggle-bones, and the results were adjudged relatively efficient.

A study on the cultural ideology of narrative in 3D C.G. Animation (3D C.G. 애니메이션에 반영된 문화적 이데올로기 - <슈렉>을 중심으로)

  • Koh, Eun-Young
    • Cartoon and Animation Studies
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    • s.6
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    • pp.7-22
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    • 2002
  • Animation constitutes the core of the media industry, which in turn lies at the center of the cultural industry. It is considered one of the industries where South Korea has the competitive edge over other countries. With the pool of customers getting wider, the genre of animation has become more and more diverse, forming a great market for it. Aware of this trend, this study focused on animation as a part of the pop culture, and on providing corresponding various viewpoints for future cultural studies. This researcher measured the practicality and persuasiveness of this study through Shreck, a three-dimensional C.G. animation which is acclaimed for its success in dismantling the old grammar of animation movies that represent the anti-Disney ideas. This researcher felt it imperative to heed the unique language of Shreck, which contains discourses on various cultural ideologies such as paradoxical structure that pits entertainment that is shown through dismantling of the canon, feminism and antifeminism against each other. This study analyzed the entertaining element of the animation genre by means of the Semiotics of Keith Moxey, thereby attempting to establish a legitimate social status of the genre, whose artfulness has been depreciated in the art society. In chapter II, this researcher examines the chronological development of three-dimensional C.G. animation that has shown a rapid advancement. Chapter III defines the cultural ideology of Shreck by exploring basic theories and texts employed in analysis of art works. This study started with the assumption that defines, from the viewpoint of symbology, the animation text as an aggregate of discourses on entertainment, and competitive and paradoxical ideologies. Then, this researcher analyzed the text and the generation process of meanings in Shreck. Consequently, this study has come to the following conclusions: First, Shreck induces changes of concepts about the canon by means of distorting and reversing the existing animation movies, which seems to reflect in the contemporary tendency of seeking new interpretations of entertainment. Second, Shreck shows up the cognitive changes of our age as to feminism by competing feminism against antifeminism. Although Shreck serves as a venue of competition between the two opposing ideas, it stops short of brushing off women as outsiders in society. Rather, it represents the resistance to the male chauvinism existing in the structures of animation and culture. As shown in the text analysis, Shreck presents an advent of a new ideology critical of the previous animation films. In addition, it reflects in the struggle between the pro-feminism on the part of the viewers and the anti-feminism that lies in the social and culture structure. This study, however, is limited in its scope and selection of subject. First, although this researcher has stressed the importance of understanding the animation as part of the pop culture and conducting researches within the historic paradigm, this study fails to provide an in-depth insight in the impacts that the changes in the C.G. industry and the systematic conditions may have on the three-dimensional C.G. animation genre. Furthermore, this study runs the risk of being understood as pro-American due to its selection of Shreck as its research subject.

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Study on Visualization of Environment Education Contents: Development of Animation using the Rainwater (환경교육 콘텐츠 시각화 연구: 빗물을 소재로 한 애니메이션 개발)

  • Lee, Young-suk
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.970-978
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    • 2016
  • This study suggests the visual contents of environment education using the Rainwater, Visual contents is more effective than writings in terms of delivering information. Environment education needs to be performed from the stage of early childhood as environment can be dealt throughout the overall daily life of learners. This study is to utilize animation contents for environment education to shift recognition of user on environment and deliver the information. For this purpose, virtual space, a theme park with motif of rain city operated by Rainwater was established. Then the process of utilizing Rainwater was shown using rides. Imaginary animal, a dragon and endangered animals were visualized as characters. So this paper is to suggest the possibility of visualization of environment education contents and stimulate 'interest' and provide educational information' on utilizing the Rainwater.

An Analysis of Visual Storytelling Characteristics of Desire in Animation - Regarding Affiliation, Achievement, and Nurturance (애니메이션에서 욕망 비주얼 스토리텔링 특징 분석 - 소속, 성취, 보호에 대하여)

  • Jiang, Weiyi;Wang, Yuchao;Kim, Jong Dae;Chin, Danni;Kim, Jae Ho
    • Journal of Korea Multimedia Society
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    • v.19 no.6
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    • pp.1074-1088
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    • 2016
  • Successful Visual Story Telling(VST) of desire is a crucial key for the success of animation because desire is the leading power of story development of animation. An analysis of the desire of VST using the top 5 successful American feature film animations is carried out. Totally, 147 desire shots are extracted by using the proposed Objective Selection of Desire Shots(OSDS) method based on the theory of Makee's conflict and desire pursuing modeling, Maslow's 20 desire types, Greimas's actant model, and the 17 narrative process classification. In addition to them, the 5 Beat(5B) model of a scene is proposed. Five image specialists have evaluated VST of the selected 147 desire shots. For each shot, the desire type among the 20 desires and the strength are obtained. Among them, the top 3 desires(affiliation, achievement, and nurturance) appearing 51.8% are analyzed. The composition elements of shots affecting the desire type and the strength have found. These can be used for better VST of preproduction and production of animation.

The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.491-508
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    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.

Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

Promoting the regional cultural industries through the animation festival : WAF case study (애니메이션 페스티벌 공모전과 지역문화산업 육성전략의 연계 모델 연구 : WAF 사례 분석을 중심으로)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.129-150
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    • 2008
  • The article concerns the relationship between the animation festival and the regional cultural industries. In particular, the article studies the WAF(Web Animation Festival) case, in which has hold since 2004 by the Gwangju Information & Culture industry Promotion Agency in the city of Gwangju. The WAF case will be examined in terms of the promotion of the selected web cartoons and animations in the festival competition. As a result, the competion festival has been managed in connection with the support programs for the promotion of the regional cultural industries. In the process, the Gwangju Information & Culture industry Promotion Agency has sought to connect the selected arts works with the CEOs in the field of content business and media business. The article concludes the WAF need to be reestablished in the context of the development of the Gwangu cultural industries cluster and the reinforcement of the international exchange and networking through the grand project of Asian Cultural Capital Gwangu.

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A Study on Synthetic Techniques Utilizing Map of 3D Animation - A Case of Occlusion Properties (오클루전 맵(Occlusion Map)을 활용한 3D애니메이션 합성 기법 연구)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.157-176
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    • 2015
  • This research describes render pass synthetic techniques required to use for the effectiveness of them in 3D animation synthetic technology. As the render pass is divided by property and synthesized after rendering, elaborate, rapid synthesis can be achieved. In particular, occlusion pass creates a screen as if it had a soft, light shading, expressing a sense of depth and boundary softness. It is converted into 2D image through a process of pass rendering of animation projects created in 3D space, then completed in synthetic software. Namely, 3D animation realizes the completeness of work originally planned through compositing, a synthetic process in the last half. To complete in-depth image, a scene manufactured in 3D software can be sent as a synthetic program by rendering the scene by layer and property. As recently the occlusion pass can express depth notwithstanding conducting GI rendering of 3D graphic outputs, it is an important synthetic map not omitted in the post-production process. Nonetheless, for the importance of it, currently the occlusion pass leaves much to be desired for research support and books summarizing and analyzing the characteristics of properties, and the principles and usages of them. Hence, this research was aimed to summarize the principles and usages of occlusion map, and analyze differences in the results of synthesis. Furthermore, it also summarized a process designating renderers and the map utilizing the properties, and synthetic software usages. For the future, it is hoped that effective and diverse latter expression techniques will be studied beyond the limitation of graphic expression based on trends diversifying technique development.

Analysis on the Computational complexities of Motion Editing for Graphic Animation (효율적인 애니메이션을 위한 모션 에디팅 방법의 계산량분석에 관한 연구)

  • Lee, Jihong;Kim, Insik;Kim, Sungsu
    • Journal of Institute of Control, Robotics and Systems
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    • v.8 no.1
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    • pp.28-36
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    • 2002
  • Regarding efficient development of computer graphic animations, lots of techniques for editing or transforming existing motion data have been developed. Basically, the motion transformation techniques follow optimization process. To make the animation be natural, almost all the techniques utilize kinematics and dynamics in constructing constraints for the optimization. Since the kinematic and dynamic structures of virtual characters to be animated are very complex, the most time-consuming part is known to the optimization process. In order to suggest some guide lines to engineers involved in the motion transformation, in this paper, we analyze the computational complexities for typical motion transformation in quantitative manner as well as the possibility for parallel computation.

A Study on the Direction of Department of Contents, University Curriculum Introduction According to the Development Status of Image-generating AI

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.107-120
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    • 2023
  • In this study, we investigate the changes and realities of the content production process focusing on Image generation AI revolutions such as Stable Diffusion, Midjourney, and DELL-E, and examine the current status of related department operations at universities and Find out the status of the current curriculum. Through this, we suggest the need to produce AI-adaptive content talent through re-establishing the capabilities of content-related departments in art universities and quickly introducing curriculum. This is because it can be input into the efficient AI content development system currently being applied in industrial fields, and it is necessary to cultivate talent who can perform managerial and technical roles using various AI systems in the future. In conclusion, we will prepare cornerstone research to establish the university's status as a source of talent that can lead the content industry beyond the AI content production era, and focus on convergence capabilities and experience with the goal of producing convergence talent to cultivate AI adaptive content talent, suggests the direction of curriculum application for value creation.