• Title/Summary/Keyword: Layer Animation

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A Two Layered Approach for Animation Sketching

  • Sohn, Ei-Sung;Jeon, Jae-Woong;Park, Tae-Jin;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.12 no.12
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    • pp.1736-1744
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    • 2009
  • In this paper, we present an animation sketching system using a two layered approach. Animation sketching is a popular technique to create informal animations but it is often suffered by the low-quality output due to a trade-off between convenience and complexity. Our aim is to support sketching practical animation scenes easily and fast while not complicating the simple sketching interface. The key idea is to combine two conceptual stop motion layers, a whiteboard and cutout animation layer, in a seamless interface. As a background, the whiteboard animation layer handles stroke-oriented objects, while the cutout animation layer takes charge of transform-oriented objects. We found that this approach enables users to express more complicated animation fast while still maintaining a concise sketching interface. We demonstrate the usability and flexibility through resulting animations from user experiments.

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The Revision of Motion Capture Data using Multiple Layers (다중 레이어를 이용한 모션캡쳐 수정에 관한 연구)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.903-912
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    • 2009
  • There are still many difficulties in developing techniques for modifying or transforming the flickering of motion capture data or in modifying motion capture data in such a way that suits the animation timing sheet. There is a problem in the existing method of modifying motion capture data. It requires almost same time as in the key frame animation work by a very skilled animator or even more time in modifying. It is believed that this kind of problem can be a basis for a more effective problem-solving method through creating the key animation data node and direct blend layer and replacement layer nodes. This study presents a new method which enables to modify animation data in a nonlinear way without modifying the existing animation data by creating an animation layer node for a direct connection to the animation node. 'Maya' API will be utilized in order to realize this method and the research range will be limited to 'Maya' 3D software which is generally used in motion picture and animation films. According to the results of this study, the new method is much more intuitive than the nonlinear one and does not require the preceding working of making animation clips. In addition, it has enabled to modify flickering and to extract key frames, and due to the compatibility with other programs, it has been possible to modify motion capture data by creating a direct layer node. Finally, in this study, the existing method of modifying animation will be examined, compared and analyzed.

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Implementation of A 3-D Animation System Based on The MPEG-4 SNHC Standard (MPEG-4 SNHC 표준을 따르는 3차원 애니메이션 시스템의 구현)

  • 윤승욱;안정환;전정희;호요성
    • Proceedings of the IEEK Conference
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    • 2002.06d
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    • pp.129-132
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    • 2002
  • In this paper, we propose a 3-D animation system to track and analyze motion of the human object. The proposed system consists of two separate layers: motion analysis layer and 3-D model registration layer. Following the MPEG-4 SNHC standard, we generate object motion using body definition and animation parameters. In the implemented system, we acquire human motion data from a single camera and extract body definition parameters from arbitrary VRML human models.

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A Comparative Study for Digital Animation Production using Database (데이터베이스를 활용한 디지털 애니메이션 제작 방법 비교 분석)

  • Lee, Dong-Eun
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.96-105
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    • 2008
  • The introduction of the digital media changed 21 century at time of database paradigm and the database paradigm called forth a big change in production process and industry of the animation. One of the characteristics of animation is that it has to newly produce all of the images. But due to the introduction of digital technology, the original copy of those images produced for animation can be saved. Also, those permanently saved data can easily produce new images through modification and composition. Therefore, this assignment will be focused on the usage of digital base and how it has made a difference in animation creative skills. In order to achieve the goal, I will be reviewing some examples and discuss about the future of animation for the next generation.

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Developing an Independent Rendering Tool to Control Render Layer in 3D Animation Files (3D 애니메이션 파일의 렌더링 레이어를 조절하기 위한 독립적인 렌더링 도구 개발)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.84-93
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    • 2008
  • Since 2005, the production of feature 3D animation has been growing up worldwide and technology of hardware and software has been advanced fully enough to get over the limitation of visual expression, so that rendering weight of the whole work process is getting more important. A final file in the state right before rendering increases. the data size gets bigger. Therefore, if such final file is rendered as it is, the production schedule may not be met. For, some needless time shall be spent to call and save a high-capacity file in amendment work and to execute the rendering entirely again in addition to amendment. In this study, Maya API [1]was used to study the efficient information amendment method of extracting the rendering layers' files in order to develop a tool that executes rendering by applying such method. As the result, compliance to production schedule that is important in animation production can be done through the independent rendering tool based layer rendering that can maximize the efficiency of amendment work.

The Method of 3D Stereoscopic Animation Editing Using Layers (레이어를 이용한 3D 입체 애니메이션 편집 기법)

  • Park, Sung-Dae;Son, Kook-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.21-29
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    • 2013
  • The current software for creating and editing animation offers the possibility of dividing variable objects into layers. This paper suggests a method to render and edit each of right and left layer in the process of creating a 3D stereoscopic animation. It is possible to apply a variety of effects to left and right images and to adjust the gap of binocular parallax through this method so that wider variation of images and richer sense of depth can be produced. In addition, this method offers freedom of deleting and inserting an object, controlling size and position of the object and adjusting the gap of binocular parallax. Thus, new sense of depth can be obtained. This method shows the results to apply various effects on the 3D stereoscopic image and to reduce visual fatigue rather than the method to render simultaneously both of left and right layer.

Design of Electromagnetically Driven Micro Scanning Mirror for Laser Animation System (레이저 디스플레이를 위한 전자력 구동 스캐닝 미러의 설계)

  • Lee, Kyoung-Gun;Jang, Yun-Ho;Yoo, Byung-Wook;Jin, Joo-Young;Lim, Yong-Geun;Kim, Yong-Kweon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.58 no.3
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    • pp.578-585
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    • 2009
  • In this paper, we present the design of an electromagnetic scanning mirror with torsional springs. The scanning mirror consisting of torsional springs and electromagnetic coils was designed for the applications of laser animation systems. We analyzed and optimized three types of torsional springs, namely, straight beam springs (SBS), classic serpentine springs (CSS), and rotated serpentine springs (RSS). The torsional springs were analyzed in terms of electrical resistance, fabrication error tolerance, and resonance mode separation of each type using analytical formula or numerical analysis. The RSS has advantages over the others as follows: 1) A low resistance of conductors, 2) wide resonance mode separation, 3) strong fabrication error tolerance, 4) a small footprint. The double-layer coils were chosen instead of single-layer coils with respect to electromagnetic forces. It resulted in lower power consumption. The geometry of the scanning mirror was optimized by calculations; RSS turn was 12 and the width of double-layer coil was $100{\mu}m$, respectively. When the static rotational angle is 5 degrees, the power consumption of the mirror plate was calculated to be 9.35 mW since the resistance of the coil part and a current is $122{\Omega}$ and 8.75 mA, respectively. The power consumption of full device including the mirror plate and torsional springs was calculated to be 9.63 mW.

A Study on VR Convergence Contents Creation Process ink painting (수묵화를 이용한 VR 융합콘텐츠 제작공정 연구)

  • Hou, Zheng-Dong;Choi, Chul-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.193-198
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    • 2018
  • Applying VR technology to animation areas is emerging as a trend of recent years. So if you use this VR technology in traditional ink animation, 2D art piece is expected to be equipped with a new narrative style and visual and auditory language, making it a new animation genre. There's a lot of technical difficulties in putting the existing 2D ink image on a 360 degree display. VR ink animation has been created that gives depth to VR space by using layer extraction method based on depth of distance and placing layers extracted on curved surface that is aligned with depth in 360-degree space in the image of ink painting, which is the background of traditional ink animation. In the text, we took an overview on problems generated in extracting layers of distant view, close-range view and middle distant view from the existing image of ink painting and made suggestions of an effective way to approach them.

Suggestion of Emotional Expression with Human Character in 3D Animation using Layering Method (레이어링을 사용한 3D 애니메이션 인간형 캐릭터의 감정 표현 방법 제안)

  • Kim, Joo-Chan;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.1-17
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    • 2015
  • In domestic game market, the video game market is getting smaller and also decreasing funds and high level developers. So we need the software that can help us to make more realistic and high quality contents by non-expert developer in poor environments. In this paper, we selected global studio's animations which were scored good evaluation by public and critics as a well-made emotional expression that can convey the emotion properly. We selected movements that express emotions from the animation scripts by using Ekman's 6 basic emotions and Greimas' dynamic predicate, and then we had analyzed and categorized with the data. We also analyzed the movements for which data we needed to create specific movements to express emotions by using 'Animation Layer' that used in Unity's blending process. And suggest concept of the program that to create the emotional expression movements by using those analyzed data.

The Design of Abstract Layer for Motion Capture System (모션캡처 시스템을 위한 추상레이어의 설계)

  • Lee, Hee-Man
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.25-32
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    • 2007
  • In this paper, the abstract layer for motion capture system is designed and implemented to meet the various hardware and different capturing method. The abstract layer can offer the unified programming by providing device independent API(Application Programming Interface). The device drivers of the optical system and mechanical system are emulated to verify the designed abstract layer. The optical system employs the AOA Ole while the mechanical system uses BVH file. An application program is written to call the abstract layer functions to drive both optical and mechanical drivers and receive the frame data, simulated motion data, that are displayed sequentially on the computer screen by utilizing Direct3D.

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