• Title/Summary/Keyword: 캐릭터모델링

Search Result 81, Processing Time 0.022 seconds

The 3D Character Modeling for Golf Swing Motion Analysis by Economical Verification of Body Information (인체정보 DB의 경제적인 조합을 통한 골프 스윙 동작 분석용 3D 캐릭터 모델링)

  • 곽현민;채균식;박찬종;이상태
    • Science of Emotion and Sensibility
    • /
    • v.6 no.2
    • /
    • pp.59-64
    • /
    • 2003
  • The national standard anthropometry of Korea is conducted every 5∼6 year term after its first research was started in 1979, The fourth research was conducted in 1997. The result of the national standard anthropometry has been reflected in manufactured goods design of allied industries such as clothing, shoes and furniture. In this paper, we measured anthropometry data for every bodily figurative classification after dividing users according to gender, age and bodily figure using the result of the national standard anthropometry. We constructed 3D character through the process of analyzing interrelation of measured anthropomeoy and measuring representative category. In the process for organization , we measured anthropometry which can effectively express sports action of golf, tennis etc. We made it by presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis of posture and action in sports.

  • PDF

Motion Retargetting Simplification for H-Anim Characters (H-Anim 캐릭터의 모션 리타겟팅 단순화)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.10
    • /
    • pp.791-795
    • /
    • 2009
  • There is a need for a system independent human data format that doesn't depend on a specific graphics tool or program to use interoperable human data in a network environment. To achieve this, the Web3D Consortium and ISO/IEC JTC1 WG6 developed the international draft standard ISO/IEC 19774 Humanoid Animation(H-Anim). H-Anim defines the data structure for an articulated human figure, but it does not yet define the data for human motion generation. This paper discusses a method of obtaining compatibility and independence of motion data between application programs, and describes a method of simplifying motion retargetting necessary for motion definition of H-Anim characters. In addition, it describes a method of generating H-Anim character animation using arbitrary 3D character models and arbitrary motion capture data without any inter-relations, and its implementation results.

A Study on 3D modeling data acquisition method for sculpture scan (조형물 스캔에 대한 3D 모델링데이터 획득 방법연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.05a
    • /
    • pp.612-614
    • /
    • 2018
  • Today, technologies that can acquire modeling data by using image are emerging. That 3D modeling production method, which is frequently utilized in contents industries, creates modeling data by using creator's intuitive sense, with drawings sketched without accurate measurement tools is also true. Recently, technologies that can facilitate modification and amendment of existing design by producing and reorganizing three-dimensional data of a sculpture through combination of image information are developing. This thesis gives suggestion of how to utilize and study the way to produce accurate three-dimensional modeling data by utilizing multiple image data.

  • PDF

Detecting Collisions in Graph-Driven Motion Synthesis for Crowd Simulation (군중 시뮬레이션을 위한 그래프기반 모션합성에서의 충돌감지)

  • Sung, Man-Kyu
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.35 no.1
    • /
    • pp.44-52
    • /
    • 2008
  • In this paper we consider detecting collisions between characters whose motion is specified by motion capture data. Since we are targeting on massive crowd simulation, we only consider rough collisions, modeling the characters as a disk in the floor plane. To provide efficient collision detection, we introduce a hierarchical bounding volume, the Motion Oriented Bounding Box tree (MOBB tree). A MOBBtree stores space-time bounds of a motion clip. In crowd animation tests, MOBB trees performance improvements ranging between two and an order of magnitude.

H-Anim-based Definition of Character Animation Data (캐릭터 애니메이션 데이터의 H-Anim 기반 정의)

  • Lee, Jae-Wook;Lee, Myeong-Won
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.10
    • /
    • pp.796-800
    • /
    • 2009
  • Currently, there are many software tools that can generate 3D human figure models and animations based on the advancement of computer graphics technology. However, we still have problems in interoperability of human data models in different applications because common data models do not exist. To address this issue, the Web3D Consortium and the ISO/IEC JTC1 SC24 WG6 have developed the H-Anim standard. However, H-Anim does not include human motion data formats although it defines the structure of a human figure. This research is intended to obtain interoperable human animation by defining the data for human motions in H- Anim figures. In this paper, we describe a syntactic method to define motion data for the H-Anim figure and its implementation. In addition, we describe a method of specifying motion parameters necessary for generating animations by using an arbitrary character model data set created by a general graphics tool.

Design of Narrative Text Visualization Through Character-net (캐릭터 넷을 통한 내러티브 텍스트 시각화 디자인 연구)

  • Jeon, Hea-Jeong;Park, Seung-Bo;Lee, O-Joun;You, Eun-Soon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.2
    • /
    • pp.86-100
    • /
    • 2015
  • Through advances driven by the Internet and the Smart Revolution, the amount and types of data generated by users have increased and diversified respectively. There is now a new concept at the center of attention, which is Big Data for assessing enormous amount of data and enjoying new values therefrom. In particular, efforts are required to analyze narratives within video clips and to study how to visualize such narratives in order to search contents stored in the Big Data. As part of the research efforts, this paper analyzes dialogues exchanged among characters and offers an interface named "Character-net" developed for modelling narratives. The interface Character-net can extract characters by analyzing narrative videos and also model the relationships between characters, both in the automatic manner. This signifies a possibility of a tool that can visualize a narrative based on an approach different from those used in existing studies. However, its drawbacks have been observed in terms of limited applications and difficulty in grasping a narrative's features at a glace. It was assumed that Character-net could be improved with the introduction of information design. Against the backdrop, the paper first provides a brief explanation of visualization design found in the data information design area and investigates research cases focused on the visualization of narratives present in videos. Next, key ideas of Character-net and its technical differences from existing studies have been introduced, followed by methods suggested for its potential improvements with the help of design-side solutions.

A Study on Lip Sync and Facial Expression Development in Low Polygon Character Animation (로우폴리곤 캐릭터 애니메이션에서 립싱크 및 표정 개발 연구)

  • Ji-Won Seo;Hyun-Soo Lee;Min-Ha Kim;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.409-414
    • /
    • 2023
  • We described how to implement character expressions and animations that play an important role in expressing emotions and personalities in low-polygon character animation. With the development of the video industry, character expressions and mouth-shaped lip-syncing in animation can realize natural movements at a level close to real life. However, for non-experts, it is difficult to use expert-level advanced technology. Therefore, We aimed to present a guide for low-budget low-polygon character animators or non-experts to create mouth-shaped lip-syncing more naturally using accessible and highly usable features. A total of 8 mouth shapes were developed for mouth shape lip-sync animation: 'ㅏ', 'ㅔ', 'ㅣ', 'ㅗ', 'ㅜ', 'ㅡ', 'ㅓ' and a mouth shape that expresses a labial consonant. In the case of facial expression animation, a total of nine animations were produced by adding highly utilized interest, boredom, and pain to the six basic human emotions classified by Paul Ekman: surprise, fear, disgust, anger, happiness, and sadness. This study is meaningful in that it makes it easy to produce natural animation using the features built into the modeling program without using complex technologies or programs.

Design for an Environment Recognition Change of the Young Children of a 2D Animation Content (유아의 환경인식 변화를 위한 2D 애니메이션 컨텐츠의 설계)

  • Cho, Kyung-Mo
    • Proceedings of the KAIS Fall Conference
    • /
    • 2010.05a
    • /
    • pp.546-548
    • /
    • 2010
  • 본 논문에서는 유아의 환경인식 변화를 위하여 호기심이 많고 한 곳에 집중하는 시간이 짧은 유아의 특성을 고려한 캐릭터를 모델링하고 시나리오를 작성하여 2D애니메이션을 제작 하였다. 본 애니메이션을 통하여 흙이 더럽혀지는 이유와 환경을 보전해야하는 이유를 알아봄으로써 환경보전에 대한 인식과 태도를 형성 하고 환경 보전에 대한 인식의 변화를 통하여 환경보호를 행동으로 실천 할 수 있도록 도움을 주는 데에 그 목적이 있다.

  • PDF

A Study of Utilizing 2D Photo Scan Technology to Efficiently Design 3D Models (2D 포토 스캔 기술을 활용한 효율적인 3D 모델링 제작방법 연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
    • /
    • v.15 no.7
    • /
    • pp.393-400
    • /
    • 2017
  • Generally, in special effect video and 3D animation design process, character and background's 3D model is built by 3D program like MAYA or 3DS MAX. But in that manual modeling mode, model design needs much time and costs much money. In this paper, two experimental groups are set to prove use 2D photo scan modeling mode to build 3D model is effective and advanced. The first experimental group is modeling the same object by different experimental setting. The second experimental group is modeling the same background by different experimental setting. Through those two experimental groups, we try to find an effective design method and matters need attention when we use photo scan design mode. We aim to get the model from whole experiment and prove photo scan modeling mode is effective and advanced.

Modeling and Animation Implementation of 3D Humanoid base on the X3D (X3D 기만에서의 3차원 Humanoid 모델링과 애니메이션 구현)

  • 이성태;오근탁;김이선;이윤배
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.6 no.7
    • /
    • pp.1089-1094
    • /
    • 2002
  • We can travel every imaginary world and do every impossible thing via 3D character. People interest in 3D character animation for modeling like real world due to the increase of 3D game and imaginary Virtual Reality on the internet. In this paper, new framework for present of 3D character of high quality is applied. I represent 3-dimensional Humanoid modeling and animation technology and show the adequacy via simulation for various and natural representation certificate using VRML as a Web3D information type and XML.