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키넥트 2.0을 활용한 게임 모션 라이브러리 툴 구축

A Development of Game Motion Library Tool using Kinect 2.0

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초록

The paper suggests Game Motion Library Tool that utilizes Kinect 2.0 to simplify pipeline of character motion production that fits into the game concept and to use saved motion data actively. In order to develop Game Motion Library Tool, motion library was constructed to be organize motion data with BVH file which was produced by using Max Script language that can enable FBX file and motion data collected through Kinect 2.0 to be used in 3ds Max, and then BVH file was brought to the 3ds Max to convert it to BIP file automatically and applied in characters.

Abstract

The paper suggests Game Motion Library Tool that utilizes Kinect 2.0 to simplify pipeline of character motion production that fits into the game concept and to use saved motion data actively. In order to develop Game Motion Library Tool, motion library was constructed to be organize motion data with BVH file which was produced by using Max Script language that can enable FBX file and motion data collected through Kinect 2.0 to be used in 3ds Max, and then BVH file was brought to the 3ds Max to convert it to BIP file automatically and applied in characters.

참고문헌 (7)

  1. 김지수, "애니메이션의 모션캡쳐 활용에 관한 연구", 한국컴퓨터게임학회논문지, (14), pp.109~116 (2008), (사)한국컴퓨터게임학회
  2. 장재건, "모션 캡쳐 자료를 이용한 아동 무용 애니메이션 구현", 한국컴퓨터게임학회논문지, (19), pp.211~216 (2009), (사)한국컴퓨터게임학회
  3. 신중수, "키넥트를 이용한 모션캡쳐 시스템의 인체 모델 정보 측정 자동화", 한국정보기술학회논문지, 12(09), pp.173~180 (2014), 한국정보기술학회[DOI]
  4. 정철희, "모션 센서를 이용한 호환성 있는 캐릭터 애니메이션 개발", 한국컴퓨터게임학회논문지, 27(4), pp.237~246 (2014), (사)한국컴퓨터게임학회
  5. Jiang Zhou, "3D Human Body Tracking Technology for Real-time Motion Capture", pp.2012

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