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3D CG 툴에서의 2D 애니메이션 타이밍 구현에 관한 연구

김기홍, 최철영, 채일진

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Abstract

The boundary of embodiment method for animation production is getting disappeared lately. 3D animation that is intended to visualize 2D animation, 3D animation that is intended to visualize clay-animation, and production that combines flash and traditional cell-animation in 3D animation production is being produced one after another. It is not so successful to create various contents despite of those numerous attempts, which is resulted by the low production efficiency of combination among different production methods. To resolve this problem, it is necessary to make 2D cell-animation or 3D animation in one tool that combines functions. This study is going to research a system to enhance efficiency of animation production through several methods such as clip-save by application of required images for each frame, not for sequences, and a program that applies movement of 3D objects and intuitive timing of cell-animation together using a developed plug-in in 3D tools from the `lunchbox` function that is used to figure out timing in 2D cell-animation production, and observe the result of the study for hereafter.

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What this paper is about

The boundary of embodiment method for animation production is getting disappeared lately. 3D animation that is intended to visualize 2D animation, 3D animation that is intended to visualize clay-animation, and production that combines flash and traditional cell-animation in 3D animation production is being produced one after another. It is not so successful to create various contents despite of those numerous attempts, which is resulted by the low production efficiency of combination among different production methods. To resolve this problem, it is necessary to make 2D cell-animation or 3D animation in one tool that combines functions. This study is going to research a system to enhance efficiency of animation production through several methods such as clip-save by application of required images for each frame, not for sequences, and a program that applies movement of 3D objects and intuitive timing of cell-animation together using a developed plug-in in 3D tools from the `lunchbox` function that is used to figure out timing in 2D cell-animation production, and observe the result of the study for hereafter.

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Available abstract

The boundary of embodiment method for animation production is getting disappeared lately. 3D animation that is intended to visualize 2D animation, 3D animation that is intended to visualize clay-animation, and production that combines flash and traditional cell-animation in 3D animation production is being produced one after another. It is not so successful to create various contents despite of those numerous attempts, which is resulted by the low production efficiency of combination among different production methods. To resolve this problem, it is necessary to make 2D cell-animation or 3D animation in one tool that combines functions. This study is going to research a system to enhance efficiency of animation production through several methods such as clip-save by application of required images for each frame, not for sequences, and a program that applies movement of 3D objects and intuitive timing of cell-animation together using a developed plug-in in 3D tools from the `lunchbox` function that is used to figure out timing in 2D cell-animation production, and observe the result of the study for hereafter.

Key concepts: Animation, Computer animation, Computer science, Computer graphics (images), Skeletal animation, Computer facial animation, Non-photorealistic rendering, Interactive skeleton-driven simulation

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3D CG 툴에서의 2D 애니메이션 타이밍 구현에 관한 연구 — Research Paper | ScholarLens