• Title/Summary/Keyword: Animation Method

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Real-time Markerless Facial Motion Capture of Personalized 3D Real Human Research

  • Hou, Zheng-Dong;Kim, Ki-Hong;Lee, David-Junesok;Zhang, Gao-He
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.129-135
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    • 2022
  • Real human digital models appear more and more frequently in VR/AR application scenarios, in which real-time markerless face capture animation of personalized virtual human faces is an important research topic. The traditional way to achieve personalized real human facial animation requires multiple mature animation staff, and in practice, the complex process and difficult technology may bring obstacles to inexperienced users. This paper proposes a new process to solve this kind of work, which has the advantages of low cost and less time than the traditional production method. For the personalized real human face model obtained by 3D reconstruction technology, first, use R3ds Wrap to topology the model, then use Avatary to make 52 Blend-Shape model files suitable for AR-Kit, and finally realize real-time markerless face capture 3D real human on the UE4 platform facial motion capture, this study makes rational use of the advantages of software and proposes a more efficient workflow for real-time markerless facial motion capture of personalized 3D real human models, The process ideas proposed in this paper can be helpful for other scholars who study this kind of work.

A Study on Effective Methods of Polygon Modeling through Modeling Process-Related System (모델링 공정 연계 시스템을 통한 효율적 폴리곤 모델링 기법에 대한 탐구)

  • Kim, Sang-Don;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.37
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    • pp.143-158
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    • 2014
  • In the modeling processes of 3D computer animation, methods to build optimal work conditions to realize real forms for more efficient works have been advanced. Digital sculpting software, published in 1999, ZBrush has been positioned as an essential factor in character model work requiring of realistic descriptions through different manufacturing methods from previous modeling work processes and easy shape realization. Their functional areas are expanding. So, in this production case paper, as a method to product more optimized animation character models, the efficiency of production method linking digital sculpting software (Z-Brush) and animation production software (Maya) was deliberated and its consequences and implications are suggested. To this end, first the technical features of polygon modeling and Retopology were reviewed. Second, based on it, the efficiency of animation character modeling work processes through step linking ZBrush and Maya suggested in this paper was analyzed. Third, based on the features drawn before, in order to prove the hypothesis on modeling optimization method suggested in this paper, the production process of character Dumvee from a short animation film, 'Cula & Mina' was analyzed as an example. Through this study, it was found that technical approach easiness and high level of completion could be realized through two software linked work processes. This study is considered to be a reference for optimizing production process of related industries or modeling-related classes by deliberating different modeling process linked systems.

Cinematic Method on Kihachiro Kawamoto's works (카와모토 키하치로 작품의 영화적 표현 기법)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.25
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    • pp.65-85
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    • 2011
  • In this essay, Japanese animator Kihachiro Kawamoto's works will be analyzed. Kawamoto made Breaking of Branches is Forbidden in 1968 and was famous for puppet animation as The Demon(1972), Dojoji Temple(1976) and House of Flame(1979) used Japanese traditional elements in his works. The themes are the agony and despair of a human being, and the narrative is developed dramatically. This is possible through a variety of techniques in animation expression. For example of this are the movement of the puppets and the lighting. In the case of Kawamoto's works, above all, it can be said that the dramatic development depends on editing - the relation of each shot to the next shot. Therefore, this analysis will focus especially on the editing of The Demon, Dojoji Temple and House of Flame. Kawamoto's method of editing will be examed and the analysis will confirm that classical continuity edting by controling space and time has been used. Namely that the effect of editing enhances dramatic development of the narrative on Kawamoto's works. This study will also discuss the benefit of using cinematic methods of in animation. Eventhough it is not essential, Kawamoto chooses cinematic method editing. Through their use, he is able to absorb the audience in the traditional Japanese world which ordinarily could be too difficult to understand through puppet animation.

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.

An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

A case study on the costume making process of stop motion animation characters (스톱모션 애니메이션 캐릭터 의상제작과정에 관한 사례 연구)

  • Kim, Ki Hoon;Suh, Ji Sung
    • The Research Journal of the Costume Culture
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    • v.20 no.5
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    • pp.655-663
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    • 2012
  • Due to increased interest in character costumes, the field of animation character costume design is gradually developing into a specialized domain. The costume-making process for animation characters presents many differences from the costume-making process for regular apparel. However, there remains insufficient research on the actual process of making the character costumes used in stop motion videos both in Korea and abroad. The purpose of this study is to establish a costume design process for animation characters. Furthermore, this study presents a case study on the costume planning and making process for 3D stop motion animation characters. The character costume-making process was segmentalized into the following stages: character analysis stage, character modeling stage, and character costume making stage. In the character analysis stage, the investigator analyzed the character's movements, designed the character images, and analyzed the movements and motions of the animation characters. After completing character modeling, this study proposed a method for making the character costume. The style of the character costume was designed, and the structural design reflected the position and size of joints as well as the angle of movements. The patterns of the character costume were produced through dimensional tailoring after measuring the body size of the character. Afterward, the costume was completed after passing through the fitting and revision stages. The clothing material was selected to fit the colors and feelings shown in the illustration. To complete the costume after comparing it with the initial illustration, it was revised based on the assessment of its volume and overall atmosphere.

The Study on Body Language in Animation as Functional Aspects -Focusing on Mulan, Beauty and the beast, Aladdin, Sinbad- (기능론적 관점에서 본 애니메이션의 신체언어 연구 - 뮬란, 미녀와 야수, 알라딘, 신밧드를 중심으로-)

  • Chung, Mi-Ghang;Lee, Mi-Young;Kim, Sung-Hee;Kim, Jae-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.55-64
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    • 2007
  • Non-verbal communications are important because they support and replace verbal communication. Body language of various non-verbal communications is the communication using the body. In animation, expression of body language is very important because characters play an important role in communicating the scenario. Animation has a dual communication structure, different from general communication. One is the communication between the speaker character and the hearer character, the other is the image and the audience, which includes the communication between the speaker character and the hearer character. In this study, we divide the body language from the characters into the discourse-in act and discourse-out act according to this dual structure and classify it into adaptors, emblem, illustrator, regulator, affect display by a functional approach method. Especially, the illustrator is subdivided into pragmatic speech act. Finally, this study analyzes the features of body language in animation and represents animation character's body language for an effective expression of the communications in animation.

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A Study on the 3D Stereoscopic Disparity in Four Animation Movies (3D 입체 애니메이션의 장면별 입체시차 연구)

  • Suh, Donghee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.105-128
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    • 2014
  • This study was aimed to analyze the disparities of 3D stereoscopic images in four well-known American animation movies. After Avatar (2009), lots of stereoscopic movies were developed in Korean 3D production. Almost all 3D productions in Korea, however, focus on the display images or TV series animation yet. In order to make many well-made Korean stereoscopic 3D animations in future, analyzing and comparing the disparities of 3D stereoscopic images is necessary and even mandated. First, I chose 40 cuts from each four American stereoscopic 3D feature films, including Despicable me 2, Epic, Monster University, and Turbo. According to the classifications of shot angles by Vineyard (2008), secondly I analyze the 23 different angular disparities of 3D stereoscopic images and displayed in tables. Demonstrated shot angle disparities in each scene would provide numerical information to animators how to design and make the 3D stereoscopic images. Making successful stereoscopic 3D feature film will be a huge turning point in the Korean animation field in future. This study would be a first trial to seek a new method to set ahead an outlook of numerical values of 3D stereoscopic images for better visual effects.

On the Implementation of a Facial Animation Using the Emotional Expression Techniques (FAES : 감성 표현 기법을 이용한 얼굴 애니메이션 구현)

  • Kim Sang-Kil;Min Yong-Sik
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.147-155
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    • 2005
  • In this paper, we present a FAES(a Facial Animation with Emotion and Speech) system for speech-driven face animation with emotions. We animate face cartoons not only from input speech, but also based on emotions derived from speech signal. And also our system can ensure smooth transitions and exact representation in animation. To do this, after collecting the training data, we have made the database using SVM(Support Vector Machine) to recognize four different categories of emotions: neutral, dislike, fear and surprise. So that, we can make the system for speech-driven animation with emotions. Also, we trained on Korean young person and focused on only Korean emotional face expressions. Experimental results of our system demonstrate that more emotional areas expanded and the accuracies of the emotional recognition and the continuous speech recognition are respectively increased 7% and 5% more compared with the previous method.

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Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.