• Title/Summary/Keyword: 리깅

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Study of Chatacter Facial Rigging with FACS and PSD (FACS와 PSD를 이용한 캐릭터 페이셜 리깅에 관한 연구)

  • He, Yang-yang;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.41-42
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    • 2018
  • FACS와 PSD를 이용한 페이셜 모션캡쳐는 CG업계의 최신 기술로 알려져 있지만 이 기술은 오랜 개발 시간과 높은 유지 비용이 필요하여 작은 스튜디오와 개인 제작자에게는 운용이 쉽지 않다. 본 연구에서 이 기술들을 효과적으로 구현 할 수 있는 방법을 제시해 보고자 한다.

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Implementation of 3D Animation using 3D Graphic SW(Blender) based on STL Files (3D 그래픽 SW(Blender)를 활용한 STL파일 기반의 3D 애니메이션 제작)

  • Kim, Jong-Jin;Kim, Jong-Seong
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.710-721
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    • 2018
  • In this study, we have suggested a method to create 3D animation based on STL files which are easily available on the internet using Blender, which is one of the most popular open-source 3D modeling SW. And the procedure of making 3D animation using STL file was compared with those for OBJ or FBX files as well. Contrary to OBJ and FBX, STL files do not contain information regarding hierarchy, material and texture which are very important in making 3D animation. Especially the absence of hierarchy may cause serious problems in rigging, which involves movement of unwanted parts of 3D object during rigging process. It is demonstrated that the weight painting feature of Blender could be a solution to tackle the faulty rigging due to attributes of STL files. The effect of the sampling frequency and the resolution on the rendering time is also investigated with respect to the 3D mantis animation. It is also seen that insect models by 3D printer could be used as a new type of pedagogical material in the elementary science education.

Three-level Quasi-Resonant PWM Converter (Three-level 의사공진형 PWM 컨버터)

  • Kim, Jae-Hyun;Lee, Il-Woon;Kim, Young-Do;Kim, Jae-Kuk;Moon, Gun-Woo
    • Proceedings of the KIPE Conference
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    • 2010.07a
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    • pp.160-161
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    • 2010
  • 본 논문에서 대전력, 고전압에 적합한 three-level 의사공진형 PWM 컨버터를 제안한다. 의사공진형으로 동작함으로써 넓은 ZVS 영역을 가지며, 고정 주파수를 사용하므로 자기 소자의 설계가 쉬워지는 장점을 가진다. 그리고, 변압기에 인가되는 전압 파형의 주파수가 스위칭 주파수의 2배가 되므로 변압기의 크기를 줄 일 수 있고, 변압기 2차측에 출력 인덕터가 없는 전압배가기를 적용하여 정류기 양단에 전압리깅이 발생하지 않아 정류단의 전압 스트레스가 감소되는 장점 또한 가진다. 본 논문에서는 제안한 컨버터을 분석하고, 프로토타입을 통해 그 동작을 검증한다.

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A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1495-1500
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    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.

Pitch Angle Rigging, Tracking and Balancing of Smart UAV Rotor System (스마트무인기 로터 피치각 리깅, 트랙킹 및 밸런싱)

  • Lee, Myeong Kyu;Kim, Yusin;Choi, Seong Wook
    • Journal of Aerospace System Engineering
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    • v.3 no.3
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    • pp.17-23
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    • 2009
  • KARI SUAV (Smart Unmanned Aerial Vehicle) program is currently on the phase of ground and flight test. SUAV is a tilt rotor aircraft having the capability of vertical take-off/landing and high speed forward flight. The SUAV rotor system is 3-bladed, gimbaled hub type, which is not common for conventional helicopter configuration. In this paper, detailed procedure and method of rotor pitch rigging, tracking and balancing were described based on the experience of SUAV ground test.

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Study of Digital Double Data Processing (디지털더블의 데이터 처리 공정 연구)

  • Gu, Jie;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.413-414
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    • 2018
  • 사실적인 배우의 연기를 데이터로 추출하기 위해 모션캡쳐라는 장비를 이용하는데 추출된 데이터는 여전히 많은 후수정이 필요로 하고 있다. 모션의 보정이나 떨림, 그리고 디테일 수정 외에도 캐릭터들이 가방을 메거나, 물건을 들었다 놨다하는 경우에 모션 데이터들은 오브젝트들과의 실감나는 접촉을 만들기 위해 애니메이팅과 리깅의 작업이 필요하다. 또한 작업물이 게임엔진과 같은 타 소프트웨어로의 이동이 필요한 경우가 많아 작업공정이 복잡하게 되고 있다. 이는 상대적으로 모션캡쳐 데이터를 처리할 수 있는 업체들이 줄어들게 만드는 원인이 되고 있어 최근의 세계적인 영상콘텐츠 시장의 상황과는 대조적인 현상이라 할 수 있다. 이에 사실적인 디지털더블의 구현을 위한 모션캡쳐 데이터 처리 공정을 사례를 통해 효율적인 공정을 제시해보고 현 상황을 분석해 보려하였다.

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Point Clouds Compression Using Pose Deformation (포즈 변형을 이용한 포인트 클라우드 압축)

  • Lee, Sol;Park, Byung-Seo;Park, Jung-Tak;Seo, Young-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.47-48
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    • 2021
  • 본 논문에서는 대용량의 3D 데이터 시퀀스의 압축을 진행한다. 3D 데이터 시퀀스의 각 프레임에서 Pose Estimation을 통해 3D Skeleton을 추출한 뒤, 포인트 클라우드를 skeleton에 묶는 리깅 과정을 거치고, 다음 프레임과 같은 자세로 deformation을 진행한다. 다음 프레임과 같은 자세로 변형된 포인트 클라우드와 실제 다음 프레임의 포인트 클라우드를 비교하여, 두 데이터에 모두 있는 점, 실제 다음 프레임에만 있는 점, deformation한 데이터에만 있는 점으로 분류한다. 두 데이터에 모두 있는 점을 제외하고 나머지 두 분류의 점들을 저장함으로써 3D 시퀀스 데이터를 압축할 수 있다.

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The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.491-508
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    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.

The Study of Skeleton System for Facial Expression Animation (Skeleton System으로 운용되는 얼굴표정 애니메이션에 관한 연구)

  • Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.47-55
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    • 2008
  • This paper introduces that SSFE(Skeleton System for Facial Expression) to deform facial expressions by rigging of skeletons does same functions with 14 facial muscles based on anatomy. A three dimensional animation tool (MAYA 8.5) is utilized for making the SSFE that presents deformation of mesh models implementing facial expressions around eyes, nose and mouse. The SSFE has a good reusability within diverse human mesh models. The reusability of SSFE can be understood as OSMU(One Source Multi Use) of three dimensional animation production method. It can be a good alternative technique for reducing production budget of animations. It can also be used for three dimensional animation industries such as virtual reality and game.

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A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.101-107
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    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.