• Title/Summary/Keyword: Key Animation

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A study on motion capture animation process : Focusing on short animation film 'Drip' (모션 캡처 애니메이션 프로세스 연구 : 단편 애니메이션 'Drip'을 중심으로)

  • kim, Jisoo
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.97-104
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    • 2016
  • This study suggests a technique to implement the production of animation by blending between key frame animation and motion capture animation through short animation 'Drip.' It reduced the time taken to produce an animation by not only enabling efficient process management through mutual organic connection but also conducting a process of mutually making up for weak points of key frame animation and motion capture animation. Through this, it was intended to be helpful in efficient animation production by overcoming the limitation of key frame animation and motion capture animation and perceiving and applying a complex process.

Text-driven Speech Animation with Emotion Control

  • Chae, Wonseok;Kim, Yejin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.8
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    • pp.3473-3487
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    • 2020
  • In this paper, we present a new approach to creating speech animation with emotional expressions using a small set of example models. To generate realistic facial animation, two example models called key visemes and expressions are used for lip-synchronization and facial expressions, respectively. The key visemes represent lip shapes of phonemes such as vowels and consonants while the key expressions represent basic emotions of a face. Our approach utilizes a text-to-speech (TTS) system to create a phonetic transcript for the speech animation. Based on a phonetic transcript, a sequence of speech animation is synthesized by interpolating the corresponding sequence of key visemes. Using an input parameter vector, the key expressions are blended by a method of scattered data interpolation. During the synthesizing process, an importance-based scheme is introduced to combine both lip-synchronization and facial expressions into one animation sequence in real time (over 120Hz). The proposed approach can be applied to diverse types of digital content and applications that use facial animation with high accuracy (over 90%) in speech recognition.

Natural 3D Lip-Synch Animation Based on Korean Phonemic Data (한국어 음소를 이용한 자연스러운 3D 립싱크 애니메이션)

  • Jung, Il-Hong;Kim, Eun-Ji
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.331-339
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    • 2008
  • This paper presents the development of certain highly efficient and accurate system for producing animation key data for 3D lip-synch animation. The system developed herein extracts korean phonemes from sound and text data automatically and then computes animation key data using the segmented phonemes. This animation key data is used for 3D lip-synch animation system developed herein as well as commercial 3D facial animation system. The conventional 3D lip-synch animation system segments the sound data into the phonemes based on English phonemic system and produces the lip-synch animation key data using the segmented phoneme. A drawback to this method is that it produces the unnatural animation for Korean contents. Another problem is that this method needs the manual supplementary work. In this paper, we propose the 3D lip-synch animation system that can segment the sound and text data into the phonemes automatically based on Korean phonemic system and produce the natural lip-synch animation using the segmented phonemes.

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A Study on Good Pose in Pose to Pose (포즈 투 포즈 방식 애니메이션에서 포즈 선별에 대한 연구)

  • Kim, Young-Chul
    • Cartoon and Animation Studies
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    • s.41
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    • pp.57-73
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    • 2015
  • A pose is an important component in the animation with timing and spacing. Pose is the key to describe the story-telling or how the animation behavior. Key animation method is Straight Ahead and pose to pose method. Many animaters have been using these two methods, or by a mix of two ways. It is possible that computer animation make a pose using interpolation between keyframes. The many animators of computer animation are using pose to pose in their work. It is depend on good and strong pose that make audience understand a story or a situation. This makes animators to be efficient of inefficient operation. In this study, according to the effective good pose to catch proposes four ways. There are four methods of making pose that are stretch and squash, the height of the character, the center of weight, step. The law of 12 kinds of Disney Animation is a good reference for the study.

A Study of Anime's Success Factors in USA and Its Suggestions

  • Won, Kang-Sik
    • International Journal of Contents
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    • v.3 no.1
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    • pp.29-33
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    • 2007
  • Anime is very popular in Japan, it has also gained a following in America and is beginning to hit the mainstream. Anime is gaining popularity in the United States as it is shown more on television, most noticeably on the Sci-Fi Channel with shows such as Saturday Anime and during Anime Week and on Cartoon Network with shows such as Sailor Moon and Dragon Ball Z being shown every weekday during the Toonami block. In this paper, I present the key factors behind the success of anime in USA. To find out the factors, I research literature and simple survey. The differences of anime from us animation make anime popular. Anime-related goods such as video games, trading cards, and characters' jewelry aid the anime growing popularity. A booming trend in admiration for Japan is one of the key factors behind anime's success. In spite of disputing about Japanese animation, anime is starting to have some influence on US animation and also young American. Anime's success factors in USA could suggest that Korean Manhwa and Korean animation have to prepare strategies for rising popularity in oversea.

Comparison and Analysis of Motion Capture and Key Animation - Focused on Animation of Countenance - (모션 캡처와 키 애니메이션의 비교분석 - 얼굴표정애니메이션을 중심으로 -)

  • Jang, Wook;Choi, Sung-Kyu;Lee, Tae-Gu
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.160-169
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    • 2007
  • Main problem in the domestic motion capture type production is that motion data are used even in the case when the human sensibility is needed. In other words it fails to give human images to the work, and production method only use motion capture data unconditionally and impetuously. Even though motion capture is effective and are various and applicable to various areas, it would cause enormous lose of capital and manual labor if these problems are not solved. In the present study, we compare motion capture with key animation production and analyze the merits and short comings of them. Also, we analyze them through the actual production and present the efficient method of key animation production when the expensive motion capturing devices are not available.

3D Animation Watermarking Using Position Interpolator (위치보간기를 이용한 3D 애니메이션 워터마킹)

  • Bae, Sung-Ho;Lee, Suk-Hwan;Kim, Jung-Hyun;Kwon, Ki-Ryong;Lee, Eung-Joo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3C
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    • pp.287-296
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    • 2007
  • 3D keyframe animation is used widely in 3D graphics for real-time animation. This is a method that registers the animated key values in the important several frames among the entire frames and generates the rest frame by interpolator using the registered key values. This paper proposed the watermarking for 3D keyframe animation using PositionInterpolator. The proposed algorithm selects randomly the embedding meshes, which are transform nodes among the entire hierarchical structure. Then the watermark is embedded into keyValues of PositionInterpolator in selected transform node. Experimental results verified that the proposed algorithm has the robustness against geometrical attacks and timeline attacks.

Comparison of the Character Movements from Key-frame and Motion Capture Animation (키 프레임과 모션캡처 애니메이션의 캐릭터 움직임 비교)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.74-83
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    • 2008
  • In animation films, the movements of characters are exaggerated and comical. Traditional key-frame animation techniques allow to control exaggeration and comicality of characters at animators' wills. But, recently introduced motion capture techniques have limits on representing comicality and exaggeration although it is convenient to capture subjects' natural looks. This paper chooses two animations from key-frame and motion capture techniques and looks into comicality and exaggeration of characters by analyzing movements and motion of them Movements are classified as four fundamental motion elements - running, jump, gesture and walking - and are analyzed to compare the way of representation from two films. By studying similarity and differentiation of movements of two films, this paper discusses the advantages and disadvantages of key-frame and motion capture techniques in terms of exaggeration and comicality. Comparison of the character movements from two techniques shows that there are common differentiations of those movements.

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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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.