• Title/Summary/Keyword: Max Script

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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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3D Contents Based Work Process Simulation Development (3D 콘텐츠 기반 작업 프로세스 시뮬레이션 개발)

  • Kim, Gui-Jung;Han, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.30-37
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    • 2011
  • In this paper we implemented 3D contents based work process simulation for 3D view contents. For this the method of 3D view technique is explained. The automobiles and PC assembly processes according to the virtual scenario showed the technique which assists workers through 3D view. Also for 3D information visualization, max script of contents modeling functions using 3D MAX was developed. The functions are designed to customize coordinate, material edit on modeling, rendering, and 3D object files with max script.

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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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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Development of Vehicle Assembly Process based on 3D (3D 기반 자동차 조립 프로세스 개발)

  • Kim, Gui-Jung;Han, Jung-Soo
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.379-384
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    • 2012
  • In order to show the assembly process in detail, we used Script languages and it's simulation tried to do an automobile assembly process with 3D. 3D View techniques is the method of the optimum which helps the studying activity from industrial site. We developed 3D View in order to show a assembly process with 3D about engine part and tire part. Specially we experimented the user will be able to study actually using touch screen on the working.

Framework Design for 3D View Contents (3D 뷰 콘텐츠 프레임워크 설계)

  • Go, Jong-Won;Sim, Sung-Ho;Bak, Geun-Ji;Sin, Ji-Hyeon;Kim, Gui-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.539-540
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    • 2011
  • 본 연구는 3D 뷰 콘텐츠 개발을 위한 프레임 워크를 설계하였다. 이를 위하여 3D 뷰 기술에 대한 표현기법을 기술하였고, 3D 프레임워크를 위한 정보저장소에 대한 메타데이터를 정의하였다. 또한 3D 정보가시화를 위하여 3D MAX를 통한 콘텐츠 모델링하는 기능들인 좌표설정, 모델링에 재질 입히기, 랜더링, 그리고 3D object 파일을 이용한 Max Script로 Customizing을 하여 3D 모델링하는 방법을 제안하였다.

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Estimation of Frequency of Storm Surge Heights on the West and South Coasts of Korea Using Synthesized Typhoons (확률론적 합성태풍을 이용한 서남해안 빈도 해일고 산정)

  • Kim, HyeonJeong;Suh, SeungWon
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.31 no.5
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    • pp.241-252
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    • 2019
  • To choose appropriate countermeasures against potential coastal disaster damages caused by a storm surge, it is necessary to estimate the frequency of storm surge heights estimation. As the coastal populations size in the past was small, the tropical cyclone risk model (TCRM) was used to generate 176,689 synthetic typhoons. In simulation, historical paths and central pressures were incorporated as a probability density function. Moreover, to consider the typhoon characteristics that resurfaced or decayed after landfall on the southeast coast of China, incorporated the shift angle of the historical typhoon as a function of the probability density function and applied it as a damping parameter. Thus, the passing rate of typhoons moving from the southeast coast of China to the south coast has improved. The characteristics of the typhoon were analyzed from the historical typhoon information using correlations between the central pressure, maximum wind speed ($V_{max}$) and the maximum wind speed radius ($R_{max}$); it was then applied to synthetic typhoons. The storm surges were calculated using the ADCIRC model, considering both tidal and synthetic typhoons using automated Perl script. The storm surges caused by the probabilistic synthetic typhoons appear similar to the recorded storm surges, therefore this proposed scheme can be applied to the storm surge simulations. Based on these results, extreme values were calculated using the Generalized Extreme Value (GEV) method, and as a result, the 100-year return period storm surge was found to be satisfactory compared with the calculated empirical simulation value. The method proposed in this study can be applied to estimate the frequency of storm surges in coastal areas.

An Acoustical Analysis of English Stops at the Initial and After-initial-/s/ Positions by Korean and American Speakers (한국인과 미국인의 초성 및 초성 /s/ 다음에 오는 영어 파열음 음향 분석)

  • Yang, Byunggon
    • Phonetics and Speech Sciences
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    • v.5 no.3
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    • pp.11-20
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    • 2013
  • The purpose of this study is to compare the acoustic parameters of English stop consonants at the initial and after-initial-/s/ positions in a message produced by 47 Korean and American speakers in order to provide better pronunciation skills of English stops for Korean learners. A Praat script was developed to obtain voice onset time (VOT), maximum consonant intensity (maxCi), and rate of rise (ROR) from six target words with stops at the positions in the message. Results show that VOT and maxCi were significantly different between the two language groups while ROR wasn't. The Korean speakers generally produced the stop consonants with longer VOTs and higher consonant intensity. From the comparison of consonant groups at the two different positions, the Korean participants did not distinguish them as clearly as the American participants did at the after-initial-/s/ position. Finally a comparison of each language and sex group revealed that the major difference was attributed to stop consonants in the after-/s/ position. The author concluded that Korean speakers should be careful not to produce all the stops with longer VOTs and higher intensity. Further studies would be desirable to examine how Americans evaluate Korean speakers' English proficiency with modified acoustic values of English stops.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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Development of 3D Stereoscopic Image Generation System Using Real-time Preview Function in 3D Modeling Tools

  • Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.746-754
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    • 2008
  • A 3D stereoscopic image is generated by interdigitating every scene with video editing tools that are rendered by two cameras' views in 3D modeling tools, like Autodesk MAX(R) and Autodesk MAYA(R). However, the depth of object from a static scene and the continuous stereo effect in the view of transformation, are not represented in a natural method. This is because after choosing the settings of arbitrary angle of convergence and the distance between the modeling and those two cameras, the user needs to render the view from both cameras. So, the user needs a process of controlling the camera's interval and rendering repetitively, which takes too much time. Therefore, in this paper, we will propose the 3D stereoscopic image editing system for solving such problems as well as exposing the system's inherent limitations. We can generate the view of two cameras and can confirm the stereo effect in real-time on 3D modeling tools. Then, we can intuitively determine immersion of 3D stereoscopic image in real-time, by using the 3D stereoscopic image preview function.

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