• Title/Summary/Keyword: animation editor

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An Interactive Character Animation and Data Management Tool (대화형 캐릭터 애니메이션 생성과 데이터 관리 도구)

  • Lee, Min-Geun;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.8A no.1
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    • pp.63-69
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    • 2001
  • In this paper, we present an interactive 3D character modeling and animation including a data management tool for editing the animation. It includes an animation editor for changing animation sequences according to the modified structure of 3D object in the object structure editor. The animation tool has the feature that it can produce motion data independently of any modeling tool including our modeling tool. Differently from conventional 3D graphics tools that model objects based on geometrically calculated data, our tool models 3D geometric and animation data by approximating to the real object using 2D image interactively. There are some applications that do not need precise representation, but an easier way to obtain an approximated model looking similar to the real object. Our tool is appropriate for such applications. This paper has focused on the data management for enhancing the automatin and convenience when editing a motion or when mapping a motion to the other character.

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Emotion Graph Models for Bipedal Walk Cycle Animation

  • Rahman, Ayub bin Abdul;Aziz, Normaziah Abdul;Hamzah, Syarqawi
    • International Journal of Advanced Culture Technology
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    • v.4 no.1
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    • pp.19-27
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    • 2016
  • Technology in the animation industry has evolved significantly over the past decade. The tools to create animation are becoming more intuitive to use. Animators now spend more time on the artistic quality of their work than wasting time figuring out how to use the software that they rely on. However, one particular tool that is still unintuitive for animators is the motion graph editor. A motion graph editor is a tool to manipulate the interpolation of the movements generated by the software. Although the motion graph editor contains a lot of options to control the outcome of the animation, the emotional rhythm of the movements desired by the animator still depends on the animator's skill, which requires a very steep learning curve. More often than not, animators had to resort to trial and error methods to achieve good results. This inevitably leads to slow productivity, susceptible to mistakes, and waste of resources. This research will study the connection between the motion graph profile and the emotions they portray in movements. The findings will hopefully be able to provide animators reference materials to achieve the emotional animation they need with less effort.

Key-Frame Editor for 3D Sign-Language Animation Using Inverse Kinematics (역운동학을 이용한 3차원 수화 애니메이션의 키 프레임 에디터)

  • ;;Yoshinao Aoki
    • Proceedings of the IEEK Conference
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    • 1999.06a
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    • pp.655-658
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    • 1999
  • In this paper we design a key-frame editor for 3D sign-language animation using the inverse kinematics. Using the editor, we can calculate the joint angles for two arms automatically. Up to now we have computed the values of the joint angles using the forward kinematics, where we have determined the values heuristically based on our experiences. To overcome the drawbacks, we employ the arm transformation matrix of the inverse kinematics. Experimental results show a possibility that the proposed method could be used for making up the sign-language communication dictionaries.

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An Integrated Keyframe Editor of Arms and Hands for 3D Sign-Language Animation (3D 수화 애니메이션을 위한 팔과 손의 통합된 키 프레임 에디터)

  • Kim, Sang-Woon;Lee, Jong-Woo;Aoki, Yoshinao
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.37 no.5
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    • pp.21-30
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    • 2000
  • As a means of getting over the linguistic barrier between different languages, a sign-language communication system using CG animation techniques has been studied. In order to generate a kind of sign-language animation in the system, the joint angles of the arms and the hands corresponding to the gesture have to be determined Up to date, however, the values of joint angles have been decided by trial-and-error methods based on the animator's experiences To overcome the drawback, m this paper, we design an integrated keyframe editor of the arms and the hands for 3D sign-language animation with which we can easily and quickly generate the keyframes of the sign-language animation required to build up In the Implemented keyframe editor, the values of joint angles are calculated by using mverse kinematics, and the same transformation matrix is applied to the joints of two arms and twenty fingers Experimental results show a possibility that the editor could be used efficiently for making up the sign-language communication dictionaries needed for inter-communication between different languages.

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Control of a Three-Dimensional Character Animation Based on H-Anim (H-Anim 기반의 3차원 캐릭터 애니메이션 제어)

  • Kim, Young-Shin;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.1-6
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    • 2007
  • In this paper we describe the method of controlling the animation of 3D characters according to ISO/IEC 19774 (H-Anim) specification, which has been released by Wed3D Consortium and ISO/IEC SC24 WG6. The animation structure of the H-Anim character can be defined and modified in our H-Anim editor program. Our H-Anim animator generates the character's motion automatically according to the input of motion parameters at the character's joints interactively. This paper is focused on the development of a motion generation tool for human-like characters defined by H-Anim structures.

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A Keyframe Editor of Arms and Hands for 3D Sign-Language Animation (3D 수화 애니메이션을 위한 팔과 손의 키 프레임 에디터)

  • ;;Yoshinao Aoki
    • Proceedings of the IEEK Conference
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    • 1999.11a
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    • pp.548-551
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    • 1999
  • We design a keyframe editor of arms and hands for 3D sign-language animation using inverse kinematics. In the previous study, we acquired only the joint angles of two arms after selecting arbitrarily the shapes of hands. In this paper, both joint angles of arms and hands are calculated by the same transformation matrix of the inverse kinematics. In the method, the design window of arm gestures can be converted into that of hand shapes by clicking a button. Experimental results show a possibility that the proposed method could be used for building up the sign-language communication dictionaries.

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A Benchmarking on Rendering System for Animation (애니메이션을 위한 렌더링 시스템 동향분석)

  • Lee, C.H.;Choi, J.J.;Lee, E.T.
    • Electronics and Telecommunications Trends
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    • v.14 no.3 s.57
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    • pp.31-43
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    • 1999
  • 본 고에서는 3차원 애니메이션을 위한 렌더링 시스템에 대한 기술동향을 분석한다. 이를 위해 렌더링을 지원하는 상용 애니메이션 소프트웨어들에 대한 최신 동향 및 이들 중 고가와 중저가 시장을 주도하고 있는 Alias/Wavefront Maya와 Kinetix 3D Studio Max를 중심으로 렌더링 기능들을 분석하고 성능평가 한다. 이를 위해 렌더링 기능으로서 Rendering Editor, Material, Lights, Textures, Ray-Tracing 및 Shadow, 카메라 및 기타 등에 대해서 각각의 기능들에 대한 특징 및 성능 등에 대해서 언급한다. 마지막으로 본 고는 두 상용 시스템에 대한 다면체 렌더링 기능별 분류 및 그 성능평가에 대해서 벤치마킹 표로 요약.제시하며 끝을 맺는다.

Face Animation Editor for the Korean Lip_Sync and Face Expression (한글 입술 움직임과 얼굴 표정 동기화를 위한 얼굴 애니메이션 편집기)

  • 송미영;조형제
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.451-454
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    • 2000
  • 본 논문은 한글 단어에 따른 한글 발음에 적합한 입술의 움직임을 자동 생성하며 또한 단어에 적절한 얼굴 보정을 생성할 수 있는 입순 움직임과 얼굴 표정을 동기화하는 3차인 일관애니메이션 편집기를 구축하였다. 얼굴 애니메이션 편집기에서 얼굴 표정은 근육 기반 모델 방법으로 정의된 각 얼굴 부위별 근육에 따라 가중치를 조절하여 생성하여 입술 움직임은 텍스트 구동 방법으로 음소에 따른 정의된 입모양 연속적으로 표현하여 동작한다. 또한 이렇게 생성된 얼굴 표정을 저장관리한다. 따라서 3차원 얼굴 애니메이션 편집기는 6가지의 기본 얼굴 표정을 자동적으로 생성할 수 있으며 또한 입력 단어에 적합하도록 각 얼굴 부위별 근육 움직임을 편집한 수 있다. 이렇게 생성된 얼굴 표정들은 데이터베이스에 저장관리할 수 있으며 컴퓨터 대화시 자동적으로 입력 단어에 적합한 입술의 움직임과 얼굴 표정을 동기화하여 자연스러운 3차원 얼굴 애니메이션을 표현할 수 있다.

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An Article Analysis of Animation-specialized Magazine: Focusing on Animatoon magazine (애니메이션 전문 정보지의 기사 분석: 『애니메이툰』의 기사 항목과 특성에 대한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.43
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    • pp.151-184
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    • 2016
  • In order to develop the animation industry, it is essential to encourage other related areas because all related industries can create synergy effects through exchanging their business. The magazine industry dealing with animation is one of them since the animation magazine plays an critical role in providing information and knowledge as well as analyzing market and industry from the practical viewpoint. But, there is only one magazine working in Korea, and it has never been researched so far even though over 20 years has passed since its first publication in 1995. It is Animatoon that is published by the company of Akom Production Co. who produced animation from the mid-1980s and Nelson Shin, the CEO of Akom, has worked as the Chief Editor. This research deals with Animatoon from the first issue till vol. 115 which was published in 2015, and tries to explore the characteristics. The result is as follows. First, Animatoon provides items to understand every article easily. Second, it provides original English articles written by foreign correspondents. Third, it provides different type of articles such as terminology explanation, production pipeline related knowledge, information about newly-released animation DVDs and so on. In addition, it is found out that Animatoon has small amount of advertisements. These characteristics shows that Animatoon helps subscribers to judge the contents of articles easier, tries to focus on the global trend, and provides basic and critical information. Therefore it can be said that Animatoon has enough features to be judged as the specialized magazine. First, Animatoon has its own specialized area, which is animation. Second, considering the type of articles, Animatoon tries to have all the parties concerned as its subscribers. Although, the amount of ads in Animatoon is small, only animation related ads are run through the whole issues.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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