• Title/Summary/Keyword: Animation Method

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An Efficient Method for Crown-Shaped Water Animation Using Geometric Mesh (기하적 메쉬를 이용한 왕관형 수면 애니메이션을 구현하기 위한 효율적 방법)

  • Lee, Kyung-Hoon;Park, Jinho
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.13-21
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    • 2014
  • The paper provides an efficient method for generating water crown animation. Compared to general liquid simulation, water crown animation requires tremendous computational loads. Tackling the problem, we propose a novel geometry based approach with procedural texture. Unreal engine is utilized to construct material and handle the geometric mesh combined with water texture. The experimental results demonstrate our method achieves effective performance for realistic water crown animation.

Analysis of the Present Situations of Internal Fashion Industry Using Animation Character (애니메이션캐릭터를 이용한 국내 패션산업의 현황 분석)

  • Baek, Kyung-Sil;Yoo, Tai-Soon
    • Fashion & Textile Research Journal
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    • v.1 no.4
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    • pp.326-334
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    • 1999
  • The purpose of this study was known the animation history, function of the animation character, the development process of the animation industry, and the industry process of the animation character in the center of the animation character of America and Japan occupying the internal character market largely. Also, it was examined how the animation character was used in the fashion industry and was recognized the importance of the character industry, and it was seen the design development of the fashion character in the future and the proceeding method of the fashion marketing strategy. The following this study was examined by using the various newspaper and magazine, the internal and external reference. In the result of this study, the animation character created in the TV and the screen is extended the related industry and is developed the various cultural products, and it is recognized as the product of the highly added value. The internal animation characters are mostly the characters of America and Japan, but now the internal animation productions is recognized the importance of the animation industry and is producted the animation to attack the internal and external market. The potential of the animation character was really excessive. The excellent animation product was important but the animation character and the activity of the accompaniment industry related to it was important. Also the animation character mostly had influence on the fashion industry.

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New Method Proposal of Animation Screening by using Projection Mapping and Pop-up Book - Hybrid Animation Theater - (팝업북과 프로젝션 맵핑을 이용한 새로운 애니메이션 상영 방식 제안 - Hybrid Animation Theater -)

  • Lim, Kyoung-Hun
    • Cartoon and Animation Studies
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    • s.39
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    • pp.133-156
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    • 2015
  • With development of media and technology animation are seeking a variety of a genre fusion. I would like to propose a new animation screening method using a projection mapping and a popup book. I redesigned the existing method of watching the animation to a new experience by projecting the image on a three-dimensional structure instead a flat screen. This screening method was inspired by preceded works which were made by the fusion of a projection mapping and a popup book. Through analysis of them, I found the merits, shortcomings and clarified the difference of each works. I called this method "Hybrid Animation Theater" because it is fused the various areas - Theater, Projection mapping, Pop-up book, Animation, and Installations, etc. also studied for its architectural features and design. After I designed a prototype to demonstrate the possibilities, the limitations and shortcomings, I could suggest next research directions.

Motion Control of Character Animation Using Expressions (익스프레션을 이용한 캐릭터 애니메이션의 동작 제어)

  • 김형균;오무송;고석만;김장형
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.574-577
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    • 2003
  • This paper manufactured animation to use expression for efficient action control of character animation. Animation to use expression is method to express natural animation little more easily and usefully in expression of motion. Find urea that could control animation in expression analyzing action control points of character and used in ceremony. Embodied animation to control automatically action of character on the basis of this. Efficiency of expression that animation by expression can create natural and realistic action by manufacturing that is simple was expose by advantage, but showed awkwardness than animation by key frame way by animator.

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Generation of 3D Sign Language Animation Using Spline Interpolation (스플라인 보간법을 이용한 3차원 수화 애니메이션의 생성)

  • ;吳芝英
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.931-934
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    • 1998
  • We have implemented a sign language animation system using 2D and 3D models. From the previous studies, we find out that both models have several limitations based on the linear interpolation and fixed number of frames, and they result in incorrectness of actions and unnatural movements. To solve the problems, in this paper, we propose a sign language animation system using spline interpolation method and variable number of frames. Experimental results show that the proposed method could generate animation more correctly and rapidly than previous methods.

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The Revision of Motion Capture Data using Multiple Layers (다중 레이어를 이용한 모션캡쳐 수정에 관한 연구)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.903-912
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    • 2009
  • There are still many difficulties in developing techniques for modifying or transforming the flickering of motion capture data or in modifying motion capture data in such a way that suits the animation timing sheet. There is a problem in the existing method of modifying motion capture data. It requires almost same time as in the key frame animation work by a very skilled animator or even more time in modifying. It is believed that this kind of problem can be a basis for a more effective problem-solving method through creating the key animation data node and direct blend layer and replacement layer nodes. This study presents a new method which enables to modify animation data in a nonlinear way without modifying the existing animation data by creating an animation layer node for a direct connection to the animation node. 'Maya' API will be utilized in order to realize this method and the research range will be limited to 'Maya' 3D software which is generally used in motion picture and animation films. According to the results of this study, the new method is much more intuitive than the nonlinear one and does not require the preceding working of making animation clips. In addition, it has enabled to modify flickering and to extract key frames, and due to the compatibility with other programs, it has been possible to modify motion capture data by creating a direct layer node. Finally, in this study, the existing method of modifying animation will be examined, compared and analyzed.

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The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation 'YGGDRASIL' (애너글리프(Anaglyph)를 이용한 3차원 입체영상 제작 사례에 대한 분석 -애니메이션 <이그드라씰>을 중심으로)

  • Kang, Hyun-Jong
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.131-140
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    • 2013
  • The study analyzes how to create stereoscopic image in 3-dimension animation 'Yggdrasil', produced in Autodesk Maya(3D animation software), using Anaglyph method that is the oldest in 3-dimension stereoscopic video production. The anaglyph method help to produce stereoscopic images easily and to give effective 3D effect encoding each eye's image using filters of different colors. In addition, space direction applied visual perception theory expresses necessary distance, depth and speed effectively in 'Yggdrasil'

Natural 3D Lip-Synch Animation Based on Korean Phonemic Data (한국어 음소를 이용한 자연스러운 3D 립싱크 애니메이션)

  • Jung, Il-Hong;Kim, Eun-Ji
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.331-339
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    • 2008
  • This paper presents the development of certain highly efficient and accurate system for producing animation key data for 3D lip-synch animation. The system developed herein extracts korean phonemes from sound and text data automatically and then computes animation key data using the segmented phonemes. This animation key data is used for 3D lip-synch animation system developed herein as well as commercial 3D facial animation system. The conventional 3D lip-synch animation system segments the sound data into the phonemes based on English phonemic system and produces the lip-synch animation key data using the segmented phoneme. A drawback to this method is that it produces the unnatural animation for Korean contents. Another problem is that this method needs the manual supplementary work. In this paper, we propose the 3D lip-synch animation system that can segment the sound and text data into the phonemes automatically based on Korean phonemic system and produce the natural lip-synch animation using the segmented phonemes.

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A Study on Animation Cubic Character Modelling Based on Plasticity (조형성을 바탕으로 한 애니메이션 입체 캐릭터 모델링 연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.6
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    • pp.116-131
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    • 2002
  • Character plays an important role not merely in animation but also in the modern image industry. From this perspective a new academic approach to and an analysis of character seems of much significance. With this in view this study carried out an elucidation of the basic factors and concept of plasticity for the creation of animation character on the basis of animation structural elements. Furthermore, an inquiry was conducted into fundamental requirements and factors of animation characters, human anatomy serving as the basis of forms for animation character modelling, the characteristics and techniques for creating animation cubic character, and then suggested a method of creation. In this process it was revealed that integral cubic character was applied to diverse animations, that character of high density was prerequisite for the creation of creative and effective animations, and that cubic character plasticity played a catalytic role in activation popular sympathy and the character industry.

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The study on framing of animation -Centering on Gestalt theory (애니메이션의 장면화(framing)에 관한 연구 - 게슈탈트(Gestalt)이론을 중심으로)

  • Sun, Kyung-Hee
    • Cartoon and Animation Studies
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    • s.6
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    • pp.34-71
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    • 2002
  • Animation has been developed as a part of artistry, and maintained a correlation with other various genres such as art, film and music to bring changes in form and to seek new things. Recently, technological advancement also has supported digitalization of producing process with variety in its method. Basic unit of animation production is a frame. A set of frames which has an image of producer's intention comes to life as animation when constructed, connected and transformed. A producer usually goes through a series of trouble when deciding how to express one's intention in images. Framing in animation is a kind of visual information which reflects producer's visual perception. A producer does not simply characterize matters into geometrical figures or give circumstantial explanation, but does framing work that relies on expression. Artistic psychology based on Gestalt Theory does not concentrate on abstract artistic philosophy with conventional beauty as its center, but pursues ambiguity and coherence of formative arts to support on accepting systematic order. Therefore, the purpose of this study is to find theoretical assistance which may be fundamental part in framing of animation. First, ten elements of Rudolf Arnheim centering on Gestalt Theory shall be redefined as concepts. Based on its ground, I will attempt to analyze shape-quality of framing of conventional animation, and make an approach with my personal experimental project. From this research project, I intend to analogize systematic aspect of framing in animation and to make framing of animation possible to assist in actual production of animation.

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