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 ´ã´ç: ¸¶¿øÈ£ ´ë¸®
             
 

¸ð¼ÇĸÃÄ(Motion Technologies Education Curriculum)

(±³À°¹®ÀÇ´Â Q&A¶õÀ» ÀÌ¿ëÇϽñ⠹ٶø´Ï´Ù)

±³À°´ë»ó : ¾ÖµåÄÄ Çпø¼ö°­»ý ¹× ½Å±Ô»ý (¸¶¾ß,¸Æ½º ¸ðµ¨¸µ °¡´ÉÀÚ)

±³À°³¯Â¥ : 2002³â 10¿ù ºÎÅÍ

´ã´ç°­»ç : ¾ç±âÇõ, Á¤ÇüÁØ, ¹ÚÇüÁø

±³À°ÃëÁö : ¸ÖƼ¹Ìµð¾î ¿µ»ó¹ßÀü¿¡ ¾Õ¼­ ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼ÇÀÇ 90³â´ë ÀÌÈÄ ¿¬±¸¿Í ºñÁßÀÌ Á¡Â÷ Ä¿Áö°í ÀÖ´Ù. ƯÈ÷ ¾Ö´Ï¸ÞÀÌ¼Ç ºÐ¾ß¿¡¼­´Â ±¹³» ÇÁ·Î´ö¼Ç¿¡¼­ ¸¹Àº ¿µ»ó¹°ÀÌ Á¦ÀÛÀÌ µÇ°í´Â ÀÖÁö¸¸ ±× ±â¹Ý ±â¼úÀÇ ³«ÈÄ·Î ÀÎÇÏ¿© Á¡Â÷ ±× ±â¼ú °ÝÂ÷°¡ Á¡Â÷ Ä¿Áö°í ÀÖ¾î ÇØ¿Ü½ÃÀåÀº ¹°·Ð ±¹³»½ÃÀå¿¡¼­Á¶Â÷µµ ¿Ü¸éÀ» ¹Þ°í ÀÖ´Ù. ÀÌ¿¡ ¾Ö´Ï¸ÞÀ̼ÇÀÇ Çٽɱâ¼úÀÎ ±âÁ¸ Straight Ahead AnimationÀÇ ½Å±â¼ú Motion Capture ¹× ±âÁ¸ Key Frame WorkÀÇ Â÷À̸¦ ÀÌÇØÇÏ°í ¸ð¼ÇĸÃÄ À̷аú ½Ç½ÀÀ» ÅëÇÏ¿© ij¸¯Å;ִϸÞÀ̼ÇÀÇ ½Çü¸¦ ÆÄ¾ÇÇÏ¿© ½ÇÁ¦ ÇÁ·Î´ö¼Ç¿¡ ÀÖ¾î ¾Ö´Ï¸ÞÀÌ¼Ç Á¦ÀÛ¿¡ ÀÖ¾î ÇÊ¿äÇÑ ¾Ö´Ï¸ÞÀÌ¼Ç ±â¼úÀ» ÀÌÇØÇÏ¿© Á¤È®ÇÑ ¾Ö´Ï¸ÞÀÌ¼Ç ±â¼ú ½Àµæ ¹ßÀüÀ» ¸ñÇ¥·Î ÇÑ´Ù.

¸ð¼ÇĸÃÄ ¿¹Á¦È­¸é

±³À°³»¿ë

ÀÌ·Ð
½Ç½À
1) Interpolation(ÜÍÊàÛö)ÀÇ ¿ø¸®¿Í Àû¿ë(Keyframeing Mocap Data)

2) Motion Capture Data Digitization Process

3) Hierarchy Structure Theory(Skeleton Setup)

4) Motion Data Format, BVH

5) Rig Setup for Motion Capture

6) Forward Kinetics, Inverse Kinetics ºñ±³

1) Bezier Curve in Animation

2) Skeleton Structure and Setting for BVH format

3) Xtra¸¦ ÅëÇÑ Motion Capture Dataȹµæ

4) FiLMBOX¿¡¼­ Mocap Dataó¸®

5) Character Setup in MAYA

6) Hand Mocap ½Ç½À

±³À°°ú¸ñ ¹× ÀÚ·á

±³À°°ú¸ñ
ÀÚ·á

1) Motion Technologies' Xtra

2) Alias&Wavefront's MAYA

3) Kaydara's FiLMBOX

4) Xtra, 5DT Data Glove, AVsoft Facial Tracker

1) ¿µÈ­ Dinosaur Á¦ÀÛ°úÁ¤(DVD)

2) ILMÀÇ Motion Capture Á¦ÀÛ ±â¼ú(DVD)

3) °¢Á¾ ¿µ»ó ¹× Àμ⹰

±³À°¼¼ºÎ³»¿ë


1) Motion Capture System ¹× Motion Capture Device ¼³¸í

- DOF(Degrees of Freedom, ÀÚÀ¯µµ)ÀÇ ÀÌÇØ : 3 DOF, 6 DOF (ÀÎüÀÇ ½ÅüºÎÀ§ °¢ °üÀýÀÇ DOFÀÇ ÀÌÇØ)

- ¾Æ³¯·Î±× ½ÅÈ£ÀÇ µðÁöÅÐ ½ÅÈ£ Àüȯ(Electromechronics SystemÀÇ ÀÌÇØ)
(Potentialmeter ¼¾¼­¿¡¼­ Ãâ·ÂµÇ´Â Àü¾ÐÀÇ º¯È­¸¦ ȸÀü°¢ º¯È­·Î Àüȯ)

2) ¾Ö´Ï¸ÞÀÌ¼Ç Á¦ÀÛ

- Rotoscope

- »ó¿ëÈ­ 3D Animation Packages - 3DS MAX, MAYA¿¡ Àû¿ë°úÁ¤ ¼³¸í

- ÇÁ·Î´ö¼Ç¾÷°èÀÇ ¾Ö´Ï¸ÞÀÌ¼Ç Á¦ÀÛ Pipeline ¼³¸í

¿¹) Pixar & Disney »çÀÇ 3D Digital Animation Á¦ÀÛ¹æ¹ý

Alias(Modeling) + Amazon(Texturing) + Animation(Soft Image, Maya, Houdini) + LightigÀ» Á¤ÀÇÇÑ Scene ÆÄÀÏÀ» RIB(Renderman Interface Bytestream)ÄÚµå·Î ÀúÀåÇÑ ÈÄ PrmanÀ¸·Î RenderingÇÏ¿© ÃÖÁ¾°á°ú¹° Image Á¦ÀÛ.

- Motion CaptureÀÇ ¿ª»ç ¹× ÀÌÇØ

- Motion Capture¸¦ ¾Ö´Ï¸ÞÀÌÅ͵鿡°Ô Çø¿ÀµÇ´Â ÀÌÀ¯ :

. »ç¿ëÀÇ Ññú°àõ

. Motion Capture DataÀÇ ÆíÁýÀÇ ¾î·Á¿ò.

. 3D Package»óÀÇ CustomizeÀÇ ¾î·Á¿ò.

. Motion Capture´Â °áÄÚ °£´ÜÇÑ Plug and Play ÀåÄ¡°¡ ¾Æ´Ï´Ù.

- µðÁî´Ï ¾Ö´Ï¸ÞÀÌ¼Ç ½ºÅ¸ÀÏ¿¡¼­ÀÇ ¸ð¼ÇĸÃÄÀÇ °¡´É ¿©ºÎ

3) Interpolation(ÜÍÊà)º¸°£¹ý : 1954ÇÁ¶û½º ¼öÇÐÀÚ(Pierre Bezire)ÀÇ ÀÌ·Ð

4) Hierarchy(°èÃþ±¸Á¶)

- Á¤ÀÇ ¹× ¼³¸í, ÃÖ»óÀ§ °èÃþ : (Root)ÀÌÇÏ µ¥ÀÌÅÍ °ü°è

5) Transformation

- Potion À̵¿¿¡ °üÇÑ ¿ë¾î : Translate, Move, Displace :

- ȸÀü : Rotate, CameraÀÇ Roll, Pitch, Tilt Euler Rotation ¹× Qauternion ¹æ½ÄÀÇ ÀÌÇØ Gymbal Lock Çö»óÀÇ ÀÌÇØ ¹× ±Øº¹ ¹æ½Ä

- Å©±âÁ¶Á¤ : Scale, (Uniform, Nonuniform)

Character Animation in MAYA


1) Basic Pose¹ý : T pose, A pose(Neutral Pose)¹ýÀ» »ç¿ëÇÑ´Ù. ij¸¯ÅÍÀÇ Æ¯¼º¿¡ µû¶ó Á¤ÀÇ

2) FK(Forward Kinetics) ¹× IK(Inverse Kinetics)ÈÄÁøµ¿ÀÛ : ÀåÁ¡ ¹× ´ÜÁ¡

- Kraken's Tentacle ÀÌ·Ð

3) Advanced Character Setup(Hand & Wrist¼³Á¤) for Motion Capture

5) FiLMBOXÀÇ Àåºñ¿¬°á ¹× FBX ÆÄÀÏ Import / Export.

 

 
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