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H-Anim 국제표준을 이용한 게임 캐릭터 모델링 및애니메이션 생성 방법

A Game Character Modeling and Animation Generation Method Using the H-Anim International Standard

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초록

The international standard of ISO/IEC 19774 H-Anim (Humanoid Animation) defines the hierarchical structure and modeling data of a human for the generation of human animation. A common character data format is necessary in order to share and exchange characters between different applications, including gaming applications. H-Anim can be used for this purpose, and is progressing towards further standardization of new functionalities. This paper describes the modeling and animation method of a game character based on H-Anim using a general graphics tool. It also describes an algorithm to convert from H-Anim WRL, the output file generated by the general graphics tool, to H-Anim X3D based on the H-Anim specification. In addition, an experiment is described that shows compatibility of the designed H-Anim character with a general X3D browser. General behavior animations applied directly to the H-Anim character are also included.

Abstract

The international standard of ISO/IEC 19774 H-Anim (Humanoid Animation) defines the hierarchical structure and modeling data of a human for the generation of human animation. A common character data format is necessary in order to share and exchange characters between different applications, including gaming applications. H-Anim can be used for this purpose, and is progressing towards further standardization of new functionalities. This paper describes the modeling and animation method of a game character based on H-Anim using a general graphics tool. It also describes an algorithm to convert from H-Anim WRL, the output file generated by the general graphics tool, to H-Anim X3D based on the H-Anim specification. In addition, an experiment is described that shows compatibility of the designed H-Anim character with a general X3D browser. General behavior animations applied directly to the H-Anim character are also included.

참고문헌 (14)

  1. "ISO", IEC IS 19774-Humanoid Animation (H-Anim) V1.0, 2006
  2. 정철희, "모션 데이터 교환이 가능한 3D 캐릭터 모델링 방법", 한국컴퓨터게임학회논문지, 25(3), pp.195~203 (2012), (사)한국컴퓨터게임학회
  3. Cong Ye, "Experiment of Converting Animated Virtual Character into X3D", VRML, 2011, ~
  4. Fabio Buttussi., "H-animator : a visual tool for modeling, reuse and sharing of X3D humanoid animations", Proceedings of the eleventh international conference on 3D web technology, ACM, pp.109~117 (2006)
  5. M. Cobo, "A Web3D Toolbox for Creating H-Anim Compatible Actors", Computer Animation 2002, pp.120~ (2002)
  6. A. Ortiz., "Three-dimensional Whole Body of Virtual Character Animation for its Behavior in a Virtual Environment Using H-Anim and Inverse Kinematics", Proceedings of Computer Graphics International (2004)
  7. Lucio Ieronutti., "A virtual human architecture that integrates kinematic, physical and behavioral aspects to control H-Anim characters", Proceedings of the tenth international conference on 3D Web technology (Web3D '05), pp.75~84 (2005)
  8. A. Ortiz., "Three-dimensional Whole Body of Virtual Character Animation for its Behavior in a Virtual Environment Using H-Anim and Inverse Kinematics", Proceedings of Computer Graphics International (2004)
  9. Jeffrey D. Weekley., "Composing behaviors and swapping bodies with motion capture data in X3D", Web3D '07: Proceedings of the twelfth international conference on 3D web technology, pp.195~221
  10. Hyun-sook Chung., "MCML : motion capture markup language for integration of heterogeneous motion capture data", Computer Standards & Interfaces Volume, 26(2), pp.113~130 (2004)
  11. 장재건, "모션 캡쳐 자료를 이용한 아동 무용 애니메이션 구현", 한국컴퓨터게임학회논문지, (19), pp.211~216 (2009), (사)한국컴퓨터게임학회
  12. 강기완, "멀티센서를 인지하는 다중 가상 캐릭터의 학습 공유시스템에 관한 연구", 한국컴퓨터게임학회논문지, 19(19), pp.249~254 (2009), (사)한국컴퓨터게임학회
  13. Y. S. Kim., "Control of H-Anim Based Character Animation", Proceedings of Korea Computer Congress, pp.194~198 (2007)
  14. Don Brutzman, "Leonard Daly, X3D: Extensible 3D Graphics for Web Authors" (2007), Morgan Kaufmann Publishers

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