• Title/Summary/Keyword: 3D 애니메이션 콘텐츠

Search Result 232, Processing Time 0.03 seconds

Development of virtual Taekwondo learning system (태권도 3D 학습 콘텐츠 프로그램 개발)

  • Kim, jai-hyun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2011.05a
    • /
    • pp.227-228
    • /
    • 2011
  • 본 연구는 사용자가 실전 태권도 기술을 용이하게 학습할 수 있는 교육용 콘텐츠를 개발하는 것으로, DVD를 포함한 교본들의 일방향성이라는 문제점을 해결하고자 사용자가 프로그램을 직접 조작하여 상하좌우 자세를 확인해가면서 3D 애니메이션과 영상 등을 통해 양방향성 학습이 가능하도록 태권도 3D 학습 콘텐츠 프로그램을 개발하는 것이 목적이다. 단순히 품새만을 학습하는 것이 아닌 기본동작부터 스텝, 낙법, 품새, 실전훈련 콘텐츠까지 체계적으로 학습이 가능하도록 개발한다. 또한 태권도의 난해하고 세밀한 자세들의 정확도를 높이기 위하여 광학식 모션캡쳐 기술을 이용하여 자연스러운 동작이 표현되도록 3D 캐릭터와 애니메이션 콘텐츠를 개발하고 동작분석과 올바른 자세교정을 위하여 3D 실시간 렌더링 프로그램에 카메라 방향 조작, 화면 확대, 회전, 이동, 속도 조절, 구분동작 학습, 구간반복 기능 등을 개발한다.

  • PDF

A Study of Blending Methods for Generating Multiple Skeletal Animations (멀티플 골격 애니메이션을 위한 블렌딩 방법의 연구)

  • Zhang, Dongsen;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.648-652
    • /
    • 2008
  • We all know *.x file is a bridge of the 3D model developer and the game developer. In today's 3D game programming, more and more advanced hardware support it to run, but we still need to consider the methods to generate the animations. 3D model maker is tired of rectifying the skeletal animations. If he mistakes one point in some one animation, this will lead to distortion in *.x file. Then the modification consumes long time. So finding a good blending method is the best choice for generating multiple skeletal animations. There were some methods for animations blending. In this paper, we could use 3D max or Maya to blend animations; and we could use *.x file and blend animations in coding. And we will use 3D max 8.0 to export the *.x file and present a better way to combine skeletal animations.

  • PDF

Optimization of the Cloth Simulation Pipeline in Production of 3D Computer Animation (3D 컴퓨터 애니메이션 제작에서 Cloth Simulation 을 위한 제작파이프라인의 최적화)

  • Kwak, Dong-Min;Choi, Chul-Yong;Kim, Ki-Hong;Lee, Dong-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.8
    • /
    • pp.198-207
    • /
    • 2009
  • Recently, it was possible to represent the realistic clothes in the cloth simulation along with growth of 3D computer animation such as visual contents. In addition, because of the development of H/W(Hardware) and S/W(Software), the accessibility and participation are growing. However, in order to make the image of high quality of 3D animation, the optimized production pipeline was need. In this paper, in order to overcome the limitation of exiting 3D computer animation production pipeline, we propose the optimized production pipeline of the cloth simulation. Our production pipeline makes the optimization arrangement in consideration of the mobility in order to supplement the related structure limit toward each part of the existing pipeline. Moreover, by utilizing the dummy cloth the association nature with the animation part is solved and a performance is improved. The proposal pipeline actually introduced to the animation production. And then we can improve the performance production time and production manpower consumption. Consequently, our pipeline is guaranteed an optimized work by emphasizing a connection in the direct image production.

3D Animation Skills Training Research based on Performance Technology - based on the 3D Animation Skills Training in R Animation Company - (성능 기술 기반 3D 애니메이션 기술 훈련 연구 - R 애니메이션 회사 3D 애니메이션 기술 훈련 중심으로 -)

  • Ma, Ben;Lee, Hyun-Cheol;Kim, Eun-Seok;Hur, GI-Taek
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2011.05a
    • /
    • pp.417-418
    • /
    • 2011
  • In recent years, the rapid development of 3D animation industry promoted the 3D animation skills training progress. In this article, the author analyzed deeply the 3D animation skills training situation based on the training practice and comprehension in R animation company, constructed the 3D animation skills training mode, and made further discussion of improving the performance of training.

  • PDF

Autonomous Authority Technique for Interactive Animation (인터액티브 애니메이션 자동 저작 기술)

  • Lee, June-Bae;Song, Yeo-Jin;Baik, Sung-Wook
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2007.10b
    • /
    • pp.221-225
    • /
    • 2007
  • 본 논문은 시나리오를 입력하여 자동으로 애니메이션을 저작하는 기술에 관한 것으로서 시나리오 내용에서 매핑 되는 3D 데이터를 온톨로지 기법을 통해 추출할 수 있도록 한다. 또한 Flow Chart 그래픽 유지 인터페이스를 통한 직관적이고 손쉬운 입력방식과 애니메이션 분기 및 흐름 제어를 이용한 인터액티브 애니메이션을 제작할 수 있다. 본 기술을 활용하여 비전문가도 원하는 애니메이션 콘텐츠를 기존 애니메이션 콘텐츠 제작 방식보다 쉽고 간편하게 제작할 수 있도록 한다.

  • PDF

Study on Effective Facial Rigging Process for Facial Expression of 3D Animation Character (3D 애니메이션 캐릭터의 표정연출을 위한 효율적인 페이셜 리깅 공정 연구)

  • Yu, Jiseon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2014.11a
    • /
    • pp.169-170
    • /
    • 2014
  • 컴퓨터 그래픽의 발달로 3D 애니메이션은 시각적 리얼리티와 화려한 영상미로 애니메이션 특유의 비현실적인 상황과 허구적 캐릭터가 주는 재미를 관객에게 전한다. 특히 캐릭터의 얼굴 표정은 관객과의 감정 소통과 의사전달에 중요한 정보로서 디테일한 연기를 필요로 한다. 이에 3D 애니메이션 캐릭터의 경우 페이셜에 다양한 기능들이 요구되며, 일반적인 블렌드 쉐입과 클러스터 외에도 만화적 표현을 위한 다양한 기술들이 사용된다. 기존의 공정 과정에는 한 페이셜에 이러한 모든 기능들이 접목되어 복잡하며 까다로운 페이셜 리깅 공정이 이뤄진다. 본 연구에서는 기존의 공정들에서 한정되게 사용되었던 블렌드 쉐입을 이용하여 다양한 기능들을 타겟팅하는 레이어 방식을 통해 효율적인 페이셜 리깅 공정을 연구하고자 한다.

  • PDF

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.102-108
    • /
    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

A Study on the Motion Expression of Machine inside using 3D Animation (3D 애니메이션 기법을 이용한 기계 내부의 동작 표현에 관한 연구)

  • Kim, Jea-Hyun;Joo, Jae-Heum
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2008.08a
    • /
    • pp.179-182
    • /
    • 2008
  • 본 연구에서는 3D 애니메이션 기법을 이용하여 기계 내부의 동작을 표현하였고, 도입된 기법의 장단점을 비교 검토하였다. 본 연구에서 표현한 애니메이션의 기획은 다양한 기계의 동작의 핵심원리에 목표를 두었다. 또한 본 연구에서는 실제에 가까운 애니메이션을 제작하기 위하여 기계 동작애니메이션을 Key 애니메이션 방법과, 링크를 사용한 IK 방법뿐만 아니라 Bone 애니메이션 방법에 대하여 장단점을 파악하고, 각각의 기계 내부 동작 표현에 대한 방법을 분류하였다. 본 연구가 콘텐츠화 된 시뮬레이션을 만드는데 하나의 프로세스로서 상당부분 기여할 수 있음을 확인하였다.

  • PDF

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.269-272
    • /
    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

  • PDF

A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.5
    • /
    • pp.107-114
    • /
    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

  • PDF