• Title/Summary/Keyword: animation production pipeline

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A Study of Use of Auto Rigging Tool To Increase Effectiveness of 3D Animation Production (3D애니메이션제작의 효율성 향상을 위한 오토 리깅 툴의 활용에 대한 연구)

  • Baek, Jong-Yeol
    • Cartoon and Animation Studies
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    • s.49
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    • pp.247-265
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    • 2017
  • With the increasingly diverse, sophisticated and complex character animations that can be represented in 3D animations, the importance of rigging, which can most directly affect animating quality, is becoming more and more important. In addition, rapidity is another crucial aspect of 3D animation production. So, the importance of technical director's role which is accurate and rapid handling of rigging pipeline building and immediate application and, corrections of errors during the longest and manpower consuming animation production is more becoming key. Baek Ji Won and Kim Jae-woong (2014) said, "The technical director is adding new importance to the new job, which is created by 3D animation, in conjunction with the limited production period, manpower, budget and production process." Most major overseas studios are developing in-house software to handle rigging and animation processes. Software development code is used to freely develop and modify production pipelines in accordance with the direction of the work. They are making efforts to build an optimal environment for animators. However, too many efforts and ineffective efforts have been made to develop, adapt, and stabilize the rigging process for small producers, creators, and students who do not have the capacity to develop their own in-house software or hire a technical director. This study suggests the most suitable auto-rigging tool among the many auto-rigging tools released in the market, and suggests the most accurate and quick auto-rigging process setting method for those who have insufficient knowledge about 3D character rigging. The efficiency of use of auto-rigging tool was examined.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

Method for making lighting effects in graphic image by RGB lighting pipeline (RGB 라이팅 파이프라인에 의한 그래픽 영상 조명효과 구현방법)

  • Qiu, Jia-Yi;Zheng, Qian;Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.307-312
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    • 2017
  • The purpose of this paper is to develop a new type of RGB lighting pipeline that can save time in animation production. After identifying the problems of the current method, the researchers studied 8 steps through new methods and comparative analysis. A method of implementing a graphic image lighting effect by the RGB lighting pipeline according to the current method is to create a render layer for each light set and a set of digital light separated by texture, Three types of written information can be stored in one layer and graphic image, and the accuracy and precision of color correction can be improved. Through this study, we propose the new and improved RGB lighting pipeline according to the characteristics of the work and the industries.

A Study on the Effective Image Sequence Format in 3D Animation Production (3D 애니메이션 제작에 있어서 효율적인 Image Sequence format에 관한 연구)

  • Kim Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.131-136
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    • 2005
  • In 3D animation rendering process, Although we can render the output as a movie file format, most productions use image sequences in their rendering pipelines. This Image Sequence rendering process is extremely important step in final compositing in movie industries. Although there are various type of making image rendering processes, TGA format is one of most widely used bitmap file formats using in industries. People may ask TGA format is most suitable for in any case. As we know 3D softwares have their own image formats. so we need to testify on this. In this paper, we are going to focus on Alias' 3D package software called MAYA which we will analyze of compressing image sequence, Image quality, supporting Alpha channels in compositing, and Z-depth Information. The purpose of this paper is providing to 3D Pipeline as a guideline about effective image sequence format.

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An Article Analysis of Animation-specialized Magazine: Focusing on Animatoon magazine (애니메이션 전문 정보지의 기사 분석: 『애니메이툰』의 기사 항목과 특성에 대한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.43
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    • pp.151-184
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    • 2016
  • In order to develop the animation industry, it is essential to encourage other related areas because all related industries can create synergy effects through exchanging their business. The magazine industry dealing with animation is one of them since the animation magazine plays an critical role in providing information and knowledge as well as analyzing market and industry from the practical viewpoint. But, there is only one magazine working in Korea, and it has never been researched so far even though over 20 years has passed since its first publication in 1995. It is Animatoon that is published by the company of Akom Production Co. who produced animation from the mid-1980s and Nelson Shin, the CEO of Akom, has worked as the Chief Editor. This research deals with Animatoon from the first issue till vol. 115 which was published in 2015, and tries to explore the characteristics. The result is as follows. First, Animatoon provides items to understand every article easily. Second, it provides original English articles written by foreign correspondents. Third, it provides different type of articles such as terminology explanation, production pipeline related knowledge, information about newly-released animation DVDs and so on. In addition, it is found out that Animatoon has small amount of advertisements. These characteristics shows that Animatoon helps subscribers to judge the contents of articles easier, tries to focus on the global trend, and provides basic and critical information. Therefore it can be said that Animatoon has enough features to be judged as the specialized magazine. First, Animatoon has its own specialized area, which is animation. Second, considering the type of articles, Animatoon tries to have all the parties concerned as its subscribers. Although, the amount of ads in Animatoon is small, only animation related ads are run through the whole issues.

Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

Study for 3D Look Development Process (3D 룩 디벨롭먼트 과정 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.392-402
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    • 2020
  • Many modern movies and animations rely heavily on CG (computer graphics). The use of CG has made it possible to produce beyond the limits of visual expression. There has also been an increase in technical and artistic efforts to create new and high quality CGs. Look development is the process of modifying and creating shaders and renderings in 3D to produce CGI (computer-generated imagery) that meets the director's intentions. However, small production or projects may have relatively little or no awareness of look development in the production pipeline. The problems that can occur when look development is not preceded are classified into three categories. first, the shader may react differently under the same lighting conditions. Second, there can be a problem in communication between workers. Third, there is a waste of not promising a look for a given situation. As a way to avoid these problems I studied by creating consistency by the look development system. In the limitation that make it difficult for small studios to do look development because of small workers, time and cost, it is meaningful to study and present a simple look development process that can be carried out by individual or small production.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Direct Retargeting Method from Facial Capture Data to Facial Rig (페이셜 리그에 대한 페이셜 캡처 데이터의 다이렉트 리타겟팅 방법)

  • Cho, Hyunjoo;Lee, Jeeho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.2
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    • pp.11-19
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    • 2016
  • This paper proposes a method to directly retarget facial motion capture data to the facial rig. Facial rig is an essential tool in the production pipeline, which allows helping the artist to create facial animation. The direct mapping method from the motion capture data to the facial rig provides great convenience because artists are already familiar with the use of a facial rig and the direct mapping produces the mapping results that are ready for the artist's follow-up editing process. However, mapping the motion data into a facial rig is not a trivial task because a facial rig typically has a variety of structures, and therefore it is hard to devise a generalized mapping method for various facial rigs. In this paper, we propose a data-driven approach to the robust mapping from motion capture data to an arbitary facial rig. The results show that our method is intuitive and leads to increased productivity in the creation of facial animation. We also show that our method can retarget the expression successfully to non-human characters which have a very different shape of face from that of human.