• Title/Summary/Keyword: Maya software

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Guidelines for Virtual Clothes Modeling and Draping Software - Based on the Analysis of Maya Cloth - (가상의상 모델링 및 착장 소프트웨어를 위한 가이드라인)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
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    • v.44 no.2 s.216
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    • pp.127-135
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    • 2006
  • This paper suggests guidelines for virtual clothes modeling and draping software suitable for clothes designers. We first analyze Maya Cloth, which is widely used in game and animation fields, and which has been adopted by Pad System as a 3D cloth draping system. We then discuss what functions and procedures would improve Maya Cloth to assist designers in being able to create the clothes they have conceptualized. While Maya Cloth has many good functions and features forvirtual cloth modeling and draping, it treats input 2D patterns as approximat and it creates 3D clothes by considering other factors such as the 3D body model. As a result, it is hard for clothes designers to control the shape of the 3D clothes by changing 2D patterns. Furthermore, Maya Cloth does not handle seamlines satisfactorily. We suggest that the following new features should be added to Maya Cloth : respecting the input 2D patterns, handling seamlines, and controlling the shape of the clothes in 3D space.

Case study of Creating CG Handheld Steadicam using maya nParticle

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.157-162
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    • 2021
  • With the recent increase in YouTube content, many YouTubers are shooting with a handheld camera. Audiences are increasingly accustomed to the movement of handheld cameras. As the camera moves faster than the camera movement of the old movies, and the camera moves splendidly to the music of the music video, the camera movement in CG animation is also needed to change. The handheld Steadicam creates a natural camera movement by compensating so that the screen does not vibrate significantly even when the vibration is large and by minimizing rotation. In order to implement such camera movement, we tried to make a handheld Steadicam using nParticle simulation of Maya software and apply it to the scene to verify whether it is possible to implement the necessary natural and various movement.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.

A Study on the Motion Base Control by Using Maya (Maya를 이용한 모션 베이스 컨트롤에 관한 연구)

  • Hong, Min-Sung;Kim, Joo-Chul
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.18 no.4
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    • pp.423-429
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    • 2009
  • The motion base to a film used in 4D cinema theaters or theme parks is different depending on the operator's control or hardware system and this causes inefficiency in management of the theater. There are several different simulation software on the present market, but these are difficult for an animation producer to use them. This study introduces the idea in which a film producer simulates the movement of the motion base by using computer graphic animation tools mostly adopted by production for creating 3D animation and motion control data. Maya and 3D Cross were used to show the path of a motion camera visually. Attitude and axis control data were extracted from the movement of the virtual motion base and were used to control a prototype of the motion base. As a result, the motion control data from computer graphic animation tools can be created so that a film producer can create standard motion control data independently regardless of the hardware and operator's skill.

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A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

A study on comparison between 3D computer graphics cameras and actual cameras (3D컴퓨터그래픽스 가상현실 애니메이션 카메라와 실제카메라의 비교 연구 - Maya, Softimage 3D, XSI 소프트웨어와 실제 정사진과 동사진 카메라를 중심으로)

  • Kang, Chong-Jin
    • Cartoon and Animation Studies
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    • s.6
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    • pp.193-220
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    • 2002
  • The world being made by computers showing great expanses and complex and various expression provides not simply communication places but also a new civilization and a new creative world. Among these, 3D computer graphics, 3D animation and virtual reality technology wore sublimated as a new culture and a new genre of art by joining graphic design and computer engineering. In this study, I tried to make a diagnosis of possibilities, limits and differences of expression in the area of virtual reality computer graphics animation as a comparison between camera action, angle of actual still camera and film camera and virtual software for 3D computer graphics software - Maya, XSI, Softimage3D.

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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.

Research on 3D software characteristics suitable for university (대학 3D애니메이션 교육에 적합한 소프트웨어 특성 연구:Autodesk사의 Maya와 3ds Max를 중심으로)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.16
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    • pp.223-243
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    • 2009
  • Computer graphic where the most useful and effective production methods are used for animation or films has expanded into actors' performance beyond object expression, background expression and special effect. Unlike 2D drawing software focusing on user's sense, 3D mainly depends on hardware performance and software functions. Therefore, for 3D users, learning 3D functions is directly related to new expression, and quick learning and effective representation are keys to productivity growth in animation industry. In line with industrial needs, basic 3D animation software training is provided in school. Unfortunately, however, many problems such as lack of professional instructors, time allocation and education environment prevent various 3D animation software from being taught. Moreover, functional use does not live up to industrial rapid trends. In order to improve effects of software functional education in restricted education fields, this research aims to find out what functions of 3D animation software are used in industries, what are those function used for, and how schools provide 3D animation software training.

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Character Animation of Realistic Humans

  • Edwina Quek;Pei, Lim-Jun;Seng, Lai-Looi;Cui Jing;Edmond C. Prakash;Edmund M-K. Lai
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.165.3-165
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    • 2001
  • Animation of 3-dimensional humans is a challenging task, however, its realistic synthesis is possible. Essentially, the nature of this project is to demonstrate and study the difficulties faced by an animator in making a movie with a state of art computer animation software (Maya Software by ,alias/wavefront) by creating a movie clip with the above-stated software ourselves. We will also analyze the aspect of automated animation to relieve the animator of some very tedious tasks.

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Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.