• 제목/요약/키워드: character motion

검색결과 279건 처리시간 0.04초

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

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • 한국컴퓨터정보학회논문지
    • /
    • 제24권4호
    • /
    • pp.45-50
    • /
    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

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

Classification of Behavioral Lexicon and Definition of Upper, Lower Body Structures in Animation Character

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권3호
    • /
    • pp.103-117
    • /
    • 2023
  • This study focuses on the behavioural lexical classification for extracting animation character actions and the analysis of the character's upper and lower body movements. The behaviour and state of characters in the animation industry are crucial, and digital technology is enhancing the industry's value. However, research on animation motion application technology and behavioural lexical classification is still lacking. Therefore, this study aims to classify the predicates enabling animation motion, differentiate the upper and lower body movements of characters, and apply the behavioural lexicon's motion data. The necessity of this research lies in the potential contributions of advanced character motion technology to various industrial fields, and the use of the behavioural lexicon to elucidate and repurpose character motion. The research method applies a grammatical, behavioural, and semantic predicate classification and behavioural motion analysis based on the character's upper and lower body movements.

A Study for analysis of Inverse Kinematics system to Character Animations & Motion Graphics education

  • Cho, Hyung-ik;Shin, Seung-Jung
    • International journal of advanced smart convergence
    • /
    • 제10권3호
    • /
    • pp.149-156
    • /
    • 2021
  • Today, 3D softwares have become an essential tool in all areas of Video, including Movies, Animations, CFs, Motion Graphics and Games. One of the most commonly used fields is the 3D character video part. However, these 3D character animations and motion graphics softwares are difficult to learn and too much to learn, making it difficult to learn them all in a university education with a limited time of four years. In this paper, many Inverse kinematics tools, which are essential in the 3D character animations and motion graphics field, compare and analyze the strengths and weaknesses of each tool, focusing on Bone, Character Studio, and Character Animation Toolkit, which are most commonly used in work fields. And use Delphi techniques for 3D experts to secure objectivity. Therefore, for universities that require large amounts of teaching in a limited time, I propose an analysis of which of the above three Inverse Kinetics tools is advantageous for students to select and focus on for efficient education.

캐릭터 동작 애니메이션 제어를 위한 에이전트 시스템 (An Agent-based System for Character Motion Animation Control)

  • 김기현;김상욱
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
    • /
    • 제7권5호
    • /
    • pp.467-474
    • /
    • 2001
  • 사용자가 하나의 캐릭터 이상을 애니메이션 하기를 원할때 캐릭터들 사이에 충돌과 같은 기대되지 않은 동작 애니메이션을 생성할 수 있다. 그러므로, 이러한 문제가 적절한 제어 메커니즘을 이용하여 해결되어야 한다. 본 논문은 사용자의 의도를 반영한 애니메이션 시나리오를 표현하기 위해 캐릭터의 동작 애니메이션을 제어하는 에이전트 기반 시스템을 제안한다. 이 시스템은 3차원 공간상에서 캐릭터가 움직이는 경로에 따라 캐릭터들간의 충돌을 회피하고 동작의 형태를 조정하는 방법을 제공한다. 에이전트는 동작을 동기화하기 위해 다른 에이전트와 통신한다. 에이전트는 캐릭터의 동작을 조정하는 여러 지능적인 에이전트로 확장되어진다. 에이전트 시스템은 의도된 동작 애니메이션 뿐만 아니라 전체 캐릭터 애니메이션에 대한 동작의 스케쥴링을 가능하게 한다. 에이전트들의 정보를 전달하고 에이전트들의 현 상태를 추론하는 방법으로써 에이전트의 대화를 위한 페트리넷 분석을 이용하여 오토마타 모델을 디자인한다. 에이전트 기술을 이용하여 캐릭터의 동작을 제어하기 위한 에이전트 시스템을 구현한다. 인체 모델 캐릭터의 동작을 제어하는 예를 보이고, 동작 제어의 가능성을 보인다.

  • PDF

모션 캡쳐 자료를 이용한 동작 분석용 캐릭터 애니메이션의 적용 방법에 관한 연구 (A Study on the Application of Character Animation for Motion Analysis Using Motion Capture Data)

  • 손원일;진영완;강상학
    • 한국운동역학회지
    • /
    • 제17권4호
    • /
    • pp.37-44
    • /
    • 2007
  • This study compared the Character Studio of 3ds Max and OpenGL to find an adequate modeling method of character animation to be used in motion analysis in the area of motor mechanics. The subject was one male golfer. We obtained the positional coordinates of marks needed by photographing the subject's golf swing motions. Because the method based on the Character Studio used meticulously designed character meshes, it enabled high.level animation but it took a long time in applying physique and demanded the repeated adjustment of each motion data. With the method based on OpenGL, a character completed once could be usable to almost every testee and desired program control was available, but because each character had to be created by making a computer program, it was hard to make characters delicately. Because the method using the Character Studio is actively studied not only in motor mechanics but also in many research areas, it is expected to be more usable in the near future. On the contrary, the method based on OpenGL is easily applicable and allows the convenient use of other mechanical data.

제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어 (Character Motion Control by Using Limited Sensors and Animation Data)

  • 배태성;이은지;김하은;박민지;최명걸
    • 한국컴퓨터그래픽스학회논문지
    • /
    • 제25권3호
    • /
    • pp.85-92
    • /
    • 2019
  • 디지털 스토리텔링에 등장하는 3차원 가상 캐릭터에는 외형뿐만 아니라 자세나 동작에서도 캐릭터의 개성이 반영된 고유의 스타일이 부여된다. 그러나 사용자가 웨어러블 동작센서를 사용하여 직접 캐릭터의 신체 동작을 제어하는 경우 캐릭터 고유의 스타일이 무시될 수 있다. 본 연구에서는 가상 캐릭터를 위해 제작된 소량의 애니메이션 데이터만을 이용하는 검색 기반 캐릭터 동작 제어 기술을 사용하여 캐릭터 고유의 스타일을 유지하는 기술을 제시한다. 대량의 학습 데이터를 필요로하는 기계학습법을 피하는 대신 소량의 애니메이션 데이터로부터 사용자의 자세와 유사한 캐릭터 자세를 직접 검색하여 사용하는 기술을 제안한다. 제시된 방법을 검증하기 위해 전문가에 의해 제작된 가상현실 게임용 캐릭터 모델과 애니메이션 데이터를 사용하여 실험하였다. 평범한 사람의 모션캡쳐 데이터를 사용했을 때와의 결과를 비교하여 캐릭터 스타일이 보존됨을 증명하였다. 또한 동작센서의 개수를 달리한 실험을 통해 제시된 방법의 확장성을 증명하였다.

게임캐릭터애니메이션 동작연기연구 (Study on the Motion Acting in a Game Character Animation)

  • 황길남
    • 한국콘텐츠학회논문지
    • /
    • 제6권9호
    • /
    • pp.116-123
    • /
    • 2006
  • 본 연구에서는 게임캐릭터가 단순행동에서 감정상황에 대한 동작연기로 발전되기를 기대하며 접근을 하였다. 게임캐릭터가 다양한 상황을 표현하고 감정을 부여하는 매개자로서 역할을 부여하고, 표현하는 동작을 마임연기자동작에서 추출하여 3D캐릭터에게 동작 연기별로 적용시켜 표현하였다. 동작연기는 기본동작에서 희, 노, 애, 락의 감정별 단계로 확대하였고, 상징적 언어상황에 대한 반의적 감정연기를 통하여 의사전달을 분명히 하고, 다양한 시각에서 표현되는 동작연기를 제시하였다.

  • PDF

The Intelligence APP development for children's Kanji character education using Block and Stop motion

  • Jung, Sugkyu
    • International journal of advanced smart convergence
    • /
    • 제5권2호
    • /
    • pp.66-72
    • /
    • 2016
  • With the growing shift from traditional educational approaches and studying to the more digital classroom, using electronic textbooks and digital native's demand, there is a growing need to develop new methods for learn Kanji characters for children. The purpose of this study is to help children learn the basic Kanji by using stop motion and block methods, and approaching the basic Kanji character education with a more innovative and interactive smart phone APP. In the development of this smart phone App for children's Kanji character education proposed in this study, 100 basic Kanji characters for children are selected. These 100 characters are required for the stop motion animation production, where each selected Kanji is created as a stop-motion animation utilizing a variety of techniques, such as storytelling, to better engage children. The intelligent App is designed with image recognition technology, so that in the learning process children take a picture for the assembled block using their smart phone, the APP then recognizes whether it is assembled correctly, and then plays an animation corresponding to the assembled Kanji character.