• 제목/요약/키워드: animation control

검색결과 227건 처리시간 0.028초

익스프레션을 이용한 캐릭터 애니메이션의 동작 제어 (Motion Control of Character Animation Using Expressions)

  • 김형균;오무송;고석만;김장형
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2003년도 춘계종합학술대회
    • /
    • pp.574-577
    • /
    • 2003
  • 본 논문에서는 캐릭터 애니메이션의 효율적인 동작 제어를 위하여 익스프레션을 이용한 애니메이션을 제작하였다. 익스프레션을 이용한 애니메이션은 움직임의 표현에 있어서, 자연스러운 애니메이션을 좀더 쉽고 유용하게 표현하기 위한 방법으로 캐릭터의 동작 제어점들을 분석하여 익스프레션에서 애니메이션을 제어할 수 있는 요소를 찾아 그 식에 사용하였으며, 이것을 토대로 캐릭터의 동작을 자동적으로 제어하는 애니메이션을 구현하였다. 익스프레션에 의한 애니메이션은 간편한 조작으로 자연스럽고 현실적인 움직임을 생성할 수 있다는 익스프레션의 효율성이 장점으로 나타났지만, 애니메이터에 의한 키 프레임 방식에 의한 애니메이션보다는 어색함을 보였다.

  • PDF

운동관절 데이터베이스를 이용한 3차원 인체모형의 동작제어 (Motion Control of 3D Human Character Using Motion Database)

  • 김시중;국태용
    • 한국멀티미디어학회:학술대회논문집
    • /
    • 한국멀티미디어학회 1998년도 춘계학술발표논문집
    • /
    • pp.262-267
    • /
    • 1998
  • A hierarchical motion control system for animation of 3D human character is implemented using the motion database in realtime. The proposed motion control system consists of coordination controller for gait timing and balancing of walking motion, joint servo controller for realistic limb movement, and motion database for goal-directed character animation which makes time-consuming animation relatively easy task. As one example among the various applications of the proposed motion control system. We present a simple virtual reality system in which the motion control system plays a central role in generating realistic motion of virtual human character.

  • PDF

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

  • 홍민성;김주철
    • 한국생산제조학회지
    • /
    • 제18권4호
    • /
    • pp.423-429
    • /
    • 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.

  • PDF

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
    • /
    • 제24권4호
    • /
    • pp.19-26
    • /
    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.

애니메이션 공간에서의 제어의 통한 동작 생성 (Motion Control on Animation Space)

  • 박지헌;박성헌
    • 정보처리학회논문지A
    • /
    • 제8A권2호
    • /
    • pp.167-178
    • /
    • 2001
  • This paper presents a new methodology for specification and control of the motion of an articulated rigid body for the purposes of animation by coordinate transformations. The approach is to formulate the problem as a coordinate transformation from the joint space of the body to a user-defined animation space which is chosen for convenience in constraining the motion. Constraints are applied to the resulting coordinate transformation equations. It is sufficiently general so that it can be applied to all common types of control problems, including closed loop as well as open loop mechanisms. We also provided a new approach to simulate a closed loop mechanism, which is using animation space transformation technique. The method is formulated in detail and is demonstrated by animating the motion of an inchworm.

  • PDF

3차원 캐릭터의 동작적응 제어 기법 (Motion Adaptation Control of 3-D Human Character)

  • 김상수;국태용
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
    • /
    • pp.383-383
    • /
    • 2000
  • In this paper, a motion adaptation control is applied for animation of 3-D human character. The method includes parameterization of joint motion data, motion adaptation based on body ratio of character, dynamic adaptation using genetic algorithm, etc. The feasibility of motion adaptation technique is verified by applying to motion control and adaptation of a 3-D human character.

  • PDF

Forward Dynamic 시뮬래이션을 이용한 컴퓨터 그래픽 애니매이션 (Computer Graphic Animation based on Forward Dynamic Simulation)

  • 박지헌
    • 한국컴퓨터그래픽스학회논문지
    • /
    • 제2권1호
    • /
    • pp.48-60
    • /
    • 1996
  • 이 논문은 실감나는 컴퓨터 그래픽 애니매이션을 하기위한 새로운 방법을 제시하는데, 이것은 forward dynamic simulation 과 비선형 방정식 해법을 사용한 것이다. 이 방법을 사용하여 시뮬래이션할 경우, 물리학적 기하학적 기구학적 제약을 쉽게 만족시킬 수 있다. 이러한 forward dynamic simulation 기법은 특히 비 자발적인 동작에 대하여 아주 실감나는 동작을 제공한다. 이러한 시뮬래이션 기법에 비선형 방정식 해법을 사용하여 컴퓨터 그래픽 애니매이션 기법을 만든다. 기본적인 방법은 동작 제어 기능을 추가하여 사용자가 애니매이션 하고자 하는 목적을 만족 시키는 것인데, 비선형 함수의 문제로 변환하여 최적값만 찾으면 되는 것이다. 이러한 forward dynamic simulation 을 사용한 애니매이션을 작동기를 가진 경우와, 작동기를 가지지 않은 경우로 나누어 두개의 제어방법을 제시하는데, 특히 선형 작동기(근육)를 가진 경우에 대하여 보다 현실에 가까운 제어법을 제시한다. 이상의 두 동작 제어에 관한 예를 "마술주사위" 와 "사람의 일어섬" 예로 보여준다.

  • PDF

H-Anim 기반의 3차원 캐릭터 애니메이션 제어 (Control of a Three-Dimensional Character Animation Based on H-Anim)

  • 김영신;이민근;이명원
    • 한국컴퓨터그래픽스학회논문지
    • /
    • 제13권4호
    • /
    • pp.1-6
    • /
    • 2007
  • 본 논문은 웹3D 컨소시엄과 ISO/IEC SC24 WG6 가 공동으로 제정한 국제표준안 ISO/IEC 19774 (H-Anim)을 기반으로 3차원 캐릭터의 애니메이션 제어 방법을 기술한다. H-Anim 캐릭터는 H-Anim 에디터에 의해 대화형으로 애니메이션 구조가 정의되고 수정이 가능하다. 이 결과에 따라 H-Anim 애니메이터에 의해 캐릭터 관절에서의 대화형 모션 파라미터 입력에 따라서 모션이 생성되어 캐릭터 애니메이션이 가시화된다. 본 논문에서는 H-Anim 으로 정의된 인체 구조에 모션을 생성해주는 도구 개발을 중심으로 기술한다.

  • PDF

동화를 이용한 역할놀이가 유아의 자아개념 형성에 미치는 영향 (The Effect of Role Ply by Animation on Young Children's Self-Concept)

  • 이정숙
    • 가정과삶의질연구
    • /
    • 제14권4호
    • /
    • pp.163-174
    • /
    • 1996
  • The purpose of this study was to examine the effects of children's role play by animatino on self-concept formation, The subjects of this study were 20 children of a kindergarten located in Gunpo City. the mean age were 5.5 years. Children were assigned to the study group and the control group. The children in the study group had role play of which the main themes were positive self-comcept formation but the children in control group did not have any role play by animation. The result showed 1. Role play by animation influenced on children's positive self-concept. 2. There was a difference in self-concept test score: The self-image attitude to the kindergatrten and attitude to the group of peer. Role play by animation influenced on the self-image and attitude to the group of peer. But attitude to the Kindergarten score was not increased significantly. 3. Role play by animation influenced on chikren's catharsis of emotion.

  • PDF

Text-driven Speech Animation with Emotion Control

  • Chae, Wonseok;Kim, Yejin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제14권8호
    • /
    • pp.3473-3487
    • /
    • 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.