scholarly journals A study on the improvement of 3D animation production productivity

2021 ◽  
Vol 17 (2) ◽  
pp. 101-107
Author(s):  
Hunjin Park
Keyword(s):  
Pneumologie ◽  
2005 ◽  
Vol 59 (S 1) ◽  
Author(s):  
M Lindner ◽  
C Bruckschwaiger ◽  
J Müller ◽  
J Reinmiedl ◽  
J Sklarek ◽  
...  
Keyword(s):  

2016 ◽  
Vol 8 (1) ◽  
pp. 15-22
Author(s):  
Christian Aditya

Light, Everything we currently, ever, or will see in the world, the fact is due to the presence of light. without light there is no color, shape, and of course we cannot distinguish the material, distance, and the nature of the object when not it’s not illuminated by light. Therefore the author felt it is important to discuss about lighting, especially for applications in the author’s field of interest, 3D Animation. In this journal, will be found an alternative to a more efficient way to do lighting and rendering in 3D animation projects using a variety of theories and basic knowledge of light. Keywords: Bed Time Story, animation, 3D, lighting, rendering


2018 ◽  
Vol 9 (2) ◽  
pp. 31-38
Author(s):  
Fransisca Adis ◽  
Yohanes Merci Widiastomo

Facial expression is one of some aspects that can deliver story and character’s emotion in 3D animation. To achieve that, we need to plan the character facial from very beginning of the production. At early stage, the character designer need to think about the expression after theu done the character design. Rigger need to create a flexible rigging to achieve the design. Animator can get the clear picture how they animate the facial. Facial Action Coding System (FACS) that originally developed by Carl-Herman Hjortsjo and adopted by Paul Ekman and Wallace V. can be used to identify emotion in a person generally. This paper is going to explain how the Writer use FACS to help designing the facial expression in 3D characters. FACS will be used to determine the basic characteristic of basic shapes of the face when show emotions, while compare with actual face reference. Keywords: animation, facial expression, non-dialog


2018 ◽  
Vol 3 (2) ◽  
pp. 18-28
Author(s):  
Najim Ussiph ◽  
Hamidu Kwame Seidu

A quasi experiment with interview was adopted to study the aptness of using 3D animations as an instructional method to introduce programming concepts to students at the Senior High School level. This research work was conducted with 100 students of Akroso Senior High School in the Birim central municipality of the eastern region of Ghana who were generally programming novice. Programming concepts considered included programming environments, loops, functions sequential and conditional execution of programs. A paired t-test carried out on the results of the performance test presents a p-value of 0.008 indicative of a numerically significant difference between the mean marks of participants during the experiments that used 3D animation method as against the experiments that used the text base method. Results from the interview showed that the instructional method used had impact on the performance of the learners. The use of 3D animation method presented programming concepts in a form that the learners can understand, motivates them to pursue programming related courses at a higher level and also impacts positively on their performance.


Author(s):  
Zuoshan Li

With the continuous progress of society, the level of science and technology of the country has made a leap forward development, the research energy of various industries on new science and technology continues to deepen, greatly promoting the promotion of science and technology. At the same time, with the increase in social pressure, more and more people pursue spiritual relaxation, and appropriate leisure and entertainment activities have gradually become a part of people’s life. Film plays an irreplaceable role in leisure and entertainment. Mainly from the background of the development of the film industry towards intelligent direction, and then use machine learning technology to study the application of film animation production and film virtual assets analysis and investigation. Based on the Internet of things technology, we also vigorously develop the ways and methods of visual expression of movies, and at the same time introduce new expression modes to promote the expression effect of the intelligent system. Finally, by comparing various algorithms in machine learning technology, the results of intelligent expression of random number forest algorithm in machine learning technology are more accurate. The system is also applied to 3D animation production to observe the measurement error of 3D motion data and facial expression data.


Author(s):  
Loi Tran ◽  
Michael Hennessey ◽  
John Abraham

There are many approaches to simulating and visualizing a dynamic system. Our focus is on developing/understanding and trading-off three different approaches that are relatively easy to implement with inexpensive, commonly available software using combinations of MATLAB, Simulink, Simulink 3D Animation, SolidWorks (basic), SolidWorks (Motion Manager) in addition to several common animation players such as Windows (Live) Movie Maker or the resident animation capability within MATLAB. The “SolidWorks Design Table” approach entails creating MATLAB/Simulink driven time-dependent assembly configurations, associated graphics files (e.g. JPG, TIFF) and then effectively “playing” them sequentially with animation software. The “SolidWorks Motor” approach utilizes SolidWorks’ Motion Manager capability (an add-on), whereby each spatially time-dependent geometric system variable is driven by a “motor” based on MATLAB/Simulink time-dependent data and an animation file can be generated from within Motion Manager. Lastly, in the “Simulink 3D Animation” approach, SolidWorks data is brought into the MATLAB environment and modified with V-Realm Builder (VRML Editor) supplied within the Simulink 3D Animation toolbox to define geometric constraints prior to inclusion as an animation VR Sink block within the Simulink model of the dynamic system. In each case, detailed procedures are provided. To exercise these three different approaches and permit comparisons, a benchmark problem was posed: parallel-parking of a four-wheeled vehicle possessing front wheel steering. Comparisons were then made and the recommended approach depends on such issues as the software background of the developer, the animation quality standard (e.g. framerate), and relative ease of implementation.


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