• Title/Summary/Keyword: 3D 맥스

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Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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Biped Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choe, Hong-Seok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.131-134
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    • 2008
  • 오늘날 3D 캐릭터 애니메이션은 실사영화, 애니메이션, 게임, 광고 등 대다수의 영상물에서 쉽게 접할 수 있다. 캐릭터의 부드러운 움직임은 모션캡쳐(Motion Capture)나 숙련된 애니메이터의 키 프레임(Key Frame) 작업의 결과물일 것이다. 이런 작업들은 고가의 장비나 많은 인력을 요구하고 완성된 결과물은 수정하거나 효과를 주기가 힘들다. 본 연구에서는 3D Studio MAX Script를 이용한 삼차원 회전 값의 연산으로 바이페드(Biped)의 포즈나 애니메이션을 합성하고 보다 사실적인 합성을 위한 방법을 제시하고자 한다.

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Bipeds Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choi, Hong-Seok;Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.259-266
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    • 2009
  • Today, the 3D character animation is easily accessible from most of the film such as an actuality film, animation, games, or advertising. However, such a smooth movement of characters is a result obtained by Key Frame operation which skilled animators worked with data obtained through expensive equipment such Motion Capture for a long time. Therefore, to modify or to give other effects is not easy. In some cases, character's action made according to the personal feeling could be different with universal expectations of audiences, because it might be not appropriate to make regulations generalized between character's action by animater's design and emotional reaction of audience. In this research, it is aimed to show the way which is easily to blend and modify 2-3 Biped animation data by offering the operation tools of 3-D rotation using 3D Studio MAX Script. By this tool E.A.M., we can have various researches for quantities relation of between walking and emotional reaction.

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Web3D 콘텐츠 저작도구 $\mathbb{\ulcorner}$깨비마당$^{TM}$$\mathbb{\lrcorner}$

  • 최치석
    • Review of Korea Contents Association
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    • v.2 no.1
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    • pp.80-91
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    • 2004
  • 웹 기반의 인터넷 응용시스템이 급속히 보급됨에 따라, 단순히 텍스트나 멀티미디어 위주의 2차원 정보표현만으로 실감나는 정보전달에 한계가 있다. 인간의 지각 공간인 3차원 정보공간을 표현하고자 하는 Web3D에 대한 관심이 고조되고 있으며 사용자 친화적인 저작도구가 요구되고 있다. (주)사이맥스에서는 3차원 공간을 2차원 평면으로 단순화시켜 시각적인 환경 하에서 3차원 가상현실 세계를 생성 할 수 있는 Web3D의 세계표준 규약인 VRML 2.0 기반의 저작도구 "깨비마당 라이트 Edition"을 2000년에 출시하여 다양한 분야에서 활용되고 있으며 2003년에는 실시간 렌더링 기능과 3차원 애니메이션을 쉽게 구현할 수 있도록 하는 각종 이벤트 및 센서의 설정을 Wizard방식으로 제공하는 "깨비마당 프로 Standard Edition"을 출시하여 2004년 현재 Ver.3.04.019까지 업그레이드되어 있다.04.019까지 업그레이드되어 있다.

Design and Implementation of 3D Web Service based on ASE File and Model Database (ASE 파일 파싱과 모델 데이터베이스 연동을 통한 3D 웹 서비스 설계 및 구현)

  • Yeo, Yun-Seok;Park, Jong-Koo
    • The KIPS Transactions:PartD
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    • v.11D no.6
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    • pp.1327-1334
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    • 2004
  • The purpose of this paper is to implement Web 3D environment that is not provider - oriented but client-oriented in order to provide dynamic information and to analyze knowledges by executing programs on Web pages. For these, The 3D Viewer program that parses and renders ASE files - the most general 3D Model Data file and exported text file of 3D Max Studio - is made and then converted into ActiveX 3D Viewer Component that can be used on the Web. With the purpose of managing ASE and texture file efficiently and interacting between clients and server, ActiveX Component link ASP and Database with Web Service. The 3D View Web Service can make dynamic information and cooperative works easier in Networked Virtual Reality.

The Prediction System of Emotional Reaction to Gaits Using MAX SCRIPT (맥스 스크립트를 이용한 감성적 걸음걸이 예측 시스템)

  • Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.1-6
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    • 2011
  • A perceptual reaction to human being's gaits has "regularity" that possibly obtains sympathy among people. This thesis is in the vein of the study that performs the research on the quantificational extraction of the regularity, reconstitute the result, and apply it to controlling behavior. The purpose of this thesis lies in assuring the validity of the future research by demonstrating the following hypothesis: when the physical numerical values of the gait "A" whose perceptual reaction is "a" and those of the gait "B" whose perceptual reaction is "b" are arbitrarily blended, the perceptual reaction to this blended gait also corresponds to the blend of "a" and "b", "a/b". I blended the samples of two types of gaits in the form of Bipeds using the EAM made by 3D Studio Max Script. Blending outcomes were obtained successfully for four times out of the six tries in total. It implies that without utilizing other methods such as Motion Capturing, the basic Bipeds data itself has an enough capability to generate various gaits of Bipeds. Although the present research targets only the Bipeds samples equipped with the 1Cycle moving condition of arms and legs, I acknowledge that a tool that makes blending possible under various moving conditions is necessary for a completed system.

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A Study on convergence video system trough Floating Hologram (플로팅 홀로그램을 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.397-402
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    • 2020
  • Hologram can be categorized into analog and digital hologram but there's a clear limitation in expensive equipment and content realization for ordinary people to realize. In addition, it's required to conduct study on hologram contents with interaction added, escaping out of exiting stable format like endlessly repetitive contents or passive view through specific video. Therefore, this article aims to suggest fusion image system, especially focusing on floating hologram among similar holograms. Eight elements of hologram interaction are as follows: height of camera in a three-dimensional space, interval between 3D model, overlapped model, scale, animation, position, color and 3D model change. For the floating hologram, the audience can control by themselves in real time, the popular, active hologram contents-making methodology is suggested by making the best use of fusion image system and making floating hologram easily without using expensive hologram equipment. The image system developed in actual exhibition and feedback should be complemented to develop better hologram image system.