• Title/Summary/Keyword: Motion capture animation

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A study on motion capture animation process : Focusing on short animation film 'Drip' (모션 캡처 애니메이션 프로세스 연구 : 단편 애니메이션 'Drip'을 중심으로)

  • kim, Jisoo
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.97-104
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    • 2016
  • This study suggests a technique to implement the production of animation by blending between key frame animation and motion capture animation through short animation 'Drip.' It reduced the time taken to produce an animation by not only enabling efficient process management through mutual organic connection but also conducting a process of mutually making up for weak points of key frame animation and motion capture animation. Through this, it was intended to be helpful in efficient animation production by overcoming the limitation of key frame animation and motion capture animation and perceiving and applying a complex process.

Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

Comparison and Analysis of Motion Capture and Key Animation - Focused on Animation of Countenance - (모션 캡처와 키 애니메이션의 비교분석 - 얼굴표정애니메이션을 중심으로 -)

  • Jang, Wook;Choi, Sung-Kyu;Lee, Tae-Gu
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.160-169
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    • 2007
  • Main problem in the domestic motion capture type production is that motion data are used even in the case when the human sensibility is needed. In other words it fails to give human images to the work, and production method only use motion capture data unconditionally and impetuously. Even though motion capture is effective and are various and applicable to various areas, it would cause enormous lose of capital and manual labor if these problems are not solved. In the present study, we compare motion capture with key animation production and analyze the merits and short comings of them. Also, we analyze them through the actual production and present the efficient method of key animation production when the expensive motion capturing devices are not available.

Motion-Capture-Based Animation in Mobile Embedded Systems Using Motion Capture Database Reduction Technique (데이터베이스 축소기법을 사용한 모바일 임베디드 시스템에서의 모션 캡쳐 기반 애니메이션)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.14B no.6
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    • pp.437-444
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    • 2007
  • The objective of this paper is to accommodate the existing motion-capture-based animation to small memories and low computing powers of mobile embedded systems. To use efficiently memories, we propose a paradigm in which a motion capture database is compressed on a PC and so-compressed motion capture database is decompressed little by little on mobile embedded systems and the decompressed data are eliminated right after used. As a compression method for this paradigm we propose an approach that compresses captured motion rendering parameters using a polynomial function fitting method. To enhance its performance we also propose an optimization method for the degree of the polynomial fitting function. Using so-obtained compression method we demonstrate motion-capture-based animation on commercial mobile embedded systems.

A Case Study on AI-Driven <DEEPMOTION> Motion Capture Technology

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.87-92
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    • 2024
  • The rapid development of artificial intelligence technology in recent years is evident, from the emergence of ChatGPT to innovations like Midjourney, Stable Diffution, and the upcoming SORA text-to-video technology by OPENai. Animation capture technology, driven by the AI technology trend, is undergoing significant advancements, accelerating the progress of the animation industry. Through an analysis of the current application of DEEPMOTION, this paper explores the development direction of AI motion capture technology, analyzes issues such as errors in multi-person object motion capture, and examines the vast prospects. With the continuous advancement of AI technology, the ability to recognize and track complex movements and expressions faster and more accurately, reduce human errors, enhance processing speed and efficiency. This advancement lowers technological barriers and accelerates the fusion of virtual and real worlds.

Real-time Markerless Facial Motion Capture of Personalized 3D Real Human Research

  • Hou, Zheng-Dong;Kim, Ki-Hong;Lee, David-Junesok;Zhang, Gao-He
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.129-135
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    • 2022
  • Real human digital models appear more and more frequently in VR/AR application scenarios, in which real-time markerless face capture animation of personalized virtual human faces is an important research topic. The traditional way to achieve personalized real human facial animation requires multiple mature animation staff, and in practice, the complex process and difficult technology may bring obstacles to inexperienced users. This paper proposes a new process to solve this kind of work, which has the advantages of low cost and less time than the traditional production method. For the personalized real human face model obtained by 3D reconstruction technology, first, use R3ds Wrap to topology the model, then use Avatary to make 52 Blend-Shape model files suitable for AR-Kit, and finally realize real-time markerless face capture 3D real human on the UE4 platform facial motion capture, this study makes rational use of the advantages of software and proposes a more efficient workflow for real-time markerless facial motion capture of personalized 3D real human models, The process ideas proposed in this paper can be helpful for other scholars who study this kind of work.

A Research on Efficient Skeleton Retargeting Method Suitable for MetaHuman

  • Shijie Sun;Ki-Hong Kim;David-Junesok Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.47-54
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    • 2024
  • With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.19-26
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    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.

Real-time Facial Modeling and Animation based on High Resolution Capture (고해상도 캡쳐 기반 실시간 얼굴 모델링과 표정 애니메이션)

  • Byun, Hae-Won
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1138-1145
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    • 2008
  • Recently, performance-driven facial animation has been popular in various area. In television or game, it is important to guarantee real-time animation for various characters with different appearances between a performer and a character. In this paper, we present a new facial animation approach based on motion capture. For this purpose, we address three issues: facial expression capture, expression mapping and facial animation. Finally, we show the results of various examination for different types of face models.

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A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.59-63
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    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

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