• Title/Summary/Keyword: Rigging

Search Result 53, Processing Time 0.018 seconds

The Deformation and Breaking Load of the Fishing Hook by the Tensile Test (인장시험에 의한 낚시의 변형과 파단하중)

  • KO Kwan-Soh;KIM Yong-Hae
    • Korean Journal of Fisheries and Aquatic Sciences
    • /
    • v.14 no.4
    • /
    • pp.269-275
    • /
    • 1981
  • The fishing hooks were tested for breaking and unbending due to plastic deformation of the material. Study of tensile test is not complicated, but has not even worked out fully enough, especially when the test specimen is subjected to plastic deformation. The fishing hook is subjected to unbending stress and the critical section is a Point which is furthest from the line of action of the forces. The dynamic force of fish during jerks depends on their speed of movement and body weight, the kinetic energy corresponding to it and also on the rlastic displacement of the rigging which absorb the energy. Six kinds of hook were tested by the dynamometer under tensile speed 290mm/min (subscript s) and 780mm/min (subscript f). According to their results, the breaking load(B: kg) can be induced with the formula $B={\alpha}wd^2+\beta$ where w(mm) is the distance between the barb base and the lower shank and d(mm) is diameter. The coefficients of the formula for the round hooks(R) and the angular hooks(A) are approximately as follows: $$R:\;\alpha_{s}=0.5,\;\beta_{s}=1.6,\;\alpha_{f}=0.4,\;\beta_{f}=1.4$$ $$A:\;\alpha_{s}=1.1,\;\beta_{s}=2.0,\;\alpha_{f}=1.0,\;\beta_{f}=0.9$$ The ratio of $B_{f}\;to\;B_{s}$ is corresponding to 0.8. The ratio of deformation(X) that is moved distance of barb base at break to the distance(H) between head base and barb base is about $50\%$. Further study should be carried out on the subject of impact and fatigue test under the same condition which is exerted force by the hooked fish.

  • PDF

The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.15 no.4
    • /
    • pp.271-282
    • /
    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
    • /
    • v.21 no.9
    • /
    • pp.11-21
    • /
    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.