3D animation production system using animation library tool
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- LOCUS
- Filing Date
- 2026-01-20
- Publication Date
- 2026-07-30
Smart Images

Figure KR2026001143_30072026_PF_FP_ABST
Abstract
Description
3D animation production system using animation library tools
[0001] The present invention relates to a 3D animation production system using an animation library tool, and more specifically, to a 3D animation production system using an animation library tool that provides an animation library tool with a Lazy Item Model (LIM) structure applied so that the user can quickly access an item they wish to refer to, thereby enabling the user to quickly check the information of the animation item directly and quickly search for the desired animation data with minimal initial load time.
[0002] Generally, animation library tools are actively utilized in the animation production process because it is important to efficiently manage and quickly navigate vast amounts of pose and animation data.
[0003] However, existing animation library tools are designed to reference file directory structures, making it difficult to process data from various paths.
[0004] In other words, existing animation library tools suffer from the problem of stagnation and reduced usability when accessing individual files, and there is an inevitable limitation in quickly finding the desired target if users have to wait to list thousands of items.
[0005] In the case of Anim Items, information regarding the functionality of the data must be quickly identified to determine whether to use the item. However, if video playback is not supported, a situation may arise where the decision can be made after application.
[0006] Furthermore, since it is often necessary to adjust the application values when applying pose data, development is frequently carried out by simply multiplying the applied values by a ratio due to speed issues; however, this development approach has the limitation that the current pose being applied is ignored, and only the form of the target pose is displayed.
[0007] Meanwhile, MySQL (My Structured Query Language Database) is a tool to solve these problems and is the most widely used open-source relational database management system that can query library lists and tag structures in the database and quickly organize data.
[0008] In other words, by adopting a database-based approach, users can quickly search for necessary data and significantly improve the performance of the library.
[0009] Furthermore, PySide enables the design of intuitive and efficient user interfaces (UIs). In particular, by redefining library input processing functions to respond dynamically to mouse movements, it allows for the progressive display of library items and enables real-time data collection.
[0010] However, conventional library tools failed to leverage the advantages of the aforementioned MySQL and PySide, and the efficient management and use of animation data were limited due to static file structures and slow data access speeds.
[0011] Accordingly, there is a need to develop a new library tool that can resolve the aforementioned problems and 혁신적으로 improve data management and user experience.
[0012] The background technology or prior art mentioned herein is intended only to aid in understanding the technical significance of the present invention and does not refer to technology widely known in the technical field to which this invention belongs prior to the filing of the present invention.
[0013] [Prior Art Literature]
[0014] [Patent Literature]
[0015] (Patent Document 1) Korean Registered Patent No. 10-2324100
[0016] (Patent Document 2) Korean Registered Patent No. 10-2558874
[0017] The technical problem that the present invention aims to solve is to provide an animation library tool with a Lazy Item Model (LIM) structure applied so that users can quickly access items they wish to refer to, thereby enabling users to quickly check information about animation items directly and to provide a 3D animation production system using an animation library tool that allows users to quickly search for desired animation data with minimal initial load time.
[0018] In addition, the technical problem that the present invention aims to solve is to provide a 3D animation production system using an animation library tool that can easily find suitable motion data by ensuring the efficiency necessary to manage library data accumulated during the process of working on various animation works, as animation data can be checked in advance as an image, and by shortening the time for selecting animation data.
[0019] In addition, the technical problem that the present invention aims to solve is to provide a 3D animation production system using an animation library tool that can provide convenient usability by providing a list in minimal time for searching and exploration and dynamically configuring it, rather than using the tool after reading all animation data from the beginning.
[0020] In addition, the technical objective of the present invention is to provide a 3D animation production system using an animation library tool that enables rapid editing of animation data by allowing the user to naturally apply a change from one reference pose to another target pose through a pose blending function, and by allowing the user to check the degree of change in real time and easily find the numerical value of the desired ratio.
[0021] In addition, the technical problem that the present invention aims to solve is to provide a 3D animation production system using an animation library tool that can easily generate an intermediate pose in which a reference pose and a target pose are appropriately mixed through a pose blend section, thereby enabling the mass production of animation data for a new pose.
[0022] However, the purpose of the present invention is not limited thereto, and it goes without saying that any purpose or effect that can be understood from the means of solving the problem or the embodiments, even if not explicitly mentioned, is also included.
[0023] To solve these problems, a 3D animation production system using an animation library tool according to the present invention comprises: a production process management system; a 3D animation production system that links with the production process management system, generates animation data including animation items, and produces 3D animation based on the generated animation data; a library tool providing system configured to quickly display the necessary animation items from a library stored in a database in conjunction with the 3D animation production system, configured to automatically play a preview video of the animation item when a mouse hovers over the displayed animation item, and configured to check frame information of the animation item according to the direction of mouse movement; a library tool providing system that provides dynamic expressiveness including movement, facial expressions, and emotions to the animation item and supports adjusting the details of the animation item; and a database in which setting data of the library tool providing system, animation data including animation items produced through the 3D animation production system, and shot data of the produced 3D animation are stored.
[0024] In one embodiment, the animation item of the 3D animation production system according to the present invention is characterized by including the name of a character or object, thumbnail image information, tag information for searching, basic pose information of a character or object, and dynamic data information for applying the animation.
[0025] In one embodiment, the dynamic data information of the 3D animation production system according to the present invention is characterized as being a major motion pose set from the basic pose information of an animation item generated through the 3D animation production system.
[0026] In one embodiment, the 3D animation production system according to the present invention comprises: a modeling unit that generates a 3D model for an animation item including an object consisting of a character appearing in the animation, an environment, and props; a rigging unit that imparts movement to the animation item; a lookdeb unit that applies lighting to the animation item and sets the reflectivity, transparency, and refraction state of the surface; an animation production unit that links with the library tool providing system, determines a basic pose of the animation item, and sets the main movements of the basic pose; a lighting unit that sets light within an animation scene; a visual effects (VFX) unit that generates water, smoke, explosion, fire, thunder, clouds, or destructive effect elements and applies the generated effect elements to the animation scene; and a rendering unit that combines the animation item, texture, lighting, and scene data corresponding to the animation scene to output a 2D image or a 3D video file. It is characterized by including a compositing unit that produces an animation consisting of a final 3D video file by synthesizing visual elements into a 2D image or 3D video file generated by the rendering unit.
[0027] In one embodiment, the library tool providing system of the 3D animation production system according to the present invention is characterized by comprising: a Lazy Item Model (LIM) configured to allow data required in the animation library to be displayed in the animation library UI configured in the animation production unit through the search and dynamic loading of animation items stored in a database; and a pose blending unit that detects the movement of a mouse selecting the animation item and, according to the detection result, outputs preview video information of the animation item selected by the mouse in real time or converts the basic pose information of the animation item selected by the mouse into target pose information of the animation item selected by the mouse.
[0028] In one embodiment, the LIM unit of the 3D animation production system according to the present invention is characterized by searching based on tag information included in the animation item when searching for the animation item.
[0029] In one embodiment, the LIM unit of the 3D animation production system according to the present invention is characterized by comprising: a first item display unit that includes dynamic data information only for a set number of animation items so that they can be displayed through the animation production unit; a second item display unit that displays a set number of animation items as 2D image information among the animation items not included in the set range of the first item display unit; and a third item display unit that removes animation items not included in the set range of the second item display unit and displays only an interface.
[0030] In one embodiment, the LIM part of the 3D animation production system according to the present invention is characterized by being configured so that when an operator scrolls down the screen interface where the animation item is displayed, the first item display part can move by a distance equal to the movement value of the scroll.
[0031] In one embodiment, the LIM unit of the 3D animation production system according to the present invention detects and confirms whether the scroll is moving, and if it is determined that the scroll is moving in a downward direction, moves the first item display unit by a value equal to the distance of movement of the scroll, and at the same time receives and displays data for a number of animation items corresponding to the set range of the first item display unit from a database.
[0032] In one embodiment, the animation library UI of the 3D animation production system according to the present invention is characterized by including: a basic pose UI that outputs basic pose information of a character or object of the animation item; an item display UI configured so that animation items displayed through the LIM unit can be displayed within their respective layout ranges; an item layout UI that partitions multiple animation items displayed through the item display UI so that they can each be displayed as independent items; and a target pose UI that is connected to the pose blending unit and displays a target animation item that corresponds to an animation item selected by a mouse and consists of target pose information for changing dynamic expressiveness including movement, facial expression, and emotion of the basic pose information.
[0033] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by checking whether the mouse selects the animation item by a mouse-over method or by a simple click when the animation item displayed in the animation library UI is selected by the operator using a mouse.
[0034] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by checking the position of a mouse cursor within the range of an item layout UI included in the animation library UI while the animation item is selected, and checking whether the movement method of the mouse cursor is a click-and-drag method.
[0035] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by receiving and displaying preview image information of the character or object of the animation item from a database when the mouse selection method is selected as a mouse over method.
[0036] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by being configured to check the direction of movement of the mouse cursor when the movement method of the mouse cursor is a drag movement method, and to rewind or fast-forward the preview image information in correspondence with the distance value moved.
[0037] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by being configured to allow viewing of an enlarged animation item and the preview image information of the animation item through a target pose UI included in the animation library UI when the animation item currently being outputted is re-selected.
[0038] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by providing, when preview video information of an animation item is displayed through the target pose UI, the total number of frames of the preview video information and information on the frame progress status for the current video time period together.
[0039] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by being configured to check the movement method of the mouse cursor when the mouse selection method is a click selection, and to change the dynamic expressiveness of the basic animation item corresponding to the basic pose information to the dynamic expressiveness of the target animation item selected by the mouse cursor according to the movement method of the mouse cursor.
[0040] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by storing the current pose at the moment when the mouse cursor selects the target animation item as the reference pose of the basic animation item in order to change the dynamic expressiveness of the basic animation item.
[0041] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention receives a control signal generated when the mouse cursor moves at regular intervals, converts a movement value for the distance the mouse cursor has moved within the range of an item layout UI included in the animation library UI based on the received control signal into a change ratio value of the basic animation item, blends the basic animation item and the target animation item, and changes the dynamic expressiveness of the basic animation item to a value corresponding to the converted change ratio value.
[0042] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by calculating the amount of movement from the point in time when the control signal of the mouse cursor begins to be received until the point in time when the control signal is not received when calculating the movement value.
[0043] In one embodiment, the pose blending unit of the 3D animation production system according to the present invention is characterized by being configured so that the change ratio value can be calculated in a stack manner.
[0044] In one embodiment, the rigging unit of the 3D animation production system according to the present invention is characterized by placing a skeleton and a joint connecting the skeleton at the main joint positions of the animation item, and connecting the skeleton and the joint to the animation item composed of a 3D model to reflect the movement of the skeleton in the animation item.
[0045] In one embodiment, the rigging unit of the 3D animation production system according to the present invention is characterized by being configured to enable the setting of rotation and movement methods of joints through inverse kinematics (IK) and forward kinematics (FK).
[0046] In one embodiment, the lookdeb section of the 3D animation production system according to the present invention is characterized by performing UV mapping so that a texture can be applied to an animation item.
[0047] In one embodiment, the lighting unit of the 3D animation production system according to the present invention is characterized by comprising: a key light module that sets the main lighting of the animation to adjust the basic brightness and contrast of the scene; a fill light module that mitigates shadows caused by the key light module and emphasizes detailed elements of the scene; a back light module that adds background light to emphasize the outline of the subject and give a sense of depth; and a color adjustment module that adjusts the color temperature and saturation of the lighting to express the atmosphere of the animation scene.
[0048] In one embodiment, the production process management system of the 3D animation production system according to the present invention is characterized by including LAS (LOCUS Animation System), LORA (LOCUS Real-time Animation System), and LOCMAN (LOCUS Management System) configured based on the Unreal Engine (Epic Games).
[0049] In addition, in another embodiment, the LOCUS Animation System (LAS) configured based on Maya is characterized by including the LOCUS Real-time Animation System (LORA) configured based on Unreal Engine (Epic Games) and the LOCUS Management System (LOCMAN) which manages the animator's budget and project.
[0050] In addition to the technical problems of the present invention mentioned above, other features and advantages of the present invention are described below, or will be clearly understood by those skilled in the art from such description and explanation.
[0051] According to the present invention as described above, the following effects are achieved.
[0052] The 3D animation production system using the animation library tool according to the present invention provides an animation library tool with a Lazy Item Model (LIM) structure applied so that the user can quickly access the item they wish to refer to, thereby enabling the user to quickly check the information of the animation item directly and quickly, and has the effect of enabling the user to quickly search for the desired animation data with minimal initial loading time.
[0053] In addition, since the 3D animation production system using the animation library tool according to the present invention allows animation data to be previewed as an image, it can secure the efficiency necessary to manage library data accumulated during the process of working on various animation works and can shorten the time for selecting animation data, thereby having the effect of easily finding suitable motion data.
[0054] In addition, the 3D animation production system using the animation library tool according to the present invention has the effect of being convenient to use by providing a list in minimal time for searching and exploring and dynamically configuring it, rather than using the tool after reading all animation data from the beginning.
[0055] In addition, the 3D animation production system using the animation library tool according to the present invention can naturally apply a change from one reference pose to another target pose through the pose blending function, and by allowing the user to check the degree of change in real time and easily find the numerical value of the desired ratio, it has the effect of enabling rapid editing of animation data.
[0056] In addition, the 3D animation production system using the animation library tool according to the present invention can easily generate an intermediate pose in which a reference pose and a target pose are appropriately mixed through the pose blend section, and thereby has the effect of being able to mass-produce animation data of a new pose.
[0057] Furthermore, the various and beneficial advantages and effects of the present invention are not limited to those described above and may be more easily understood in the process of explaining specific embodiments of the present invention.
[0058] FIG. 1 is a block diagram schematically illustrating a 3D animation production system according to one embodiment of the present invention,
[0059] FIG. 2 is a block diagram showing the detailed configuration of a 3D animation production system according to an embodiment of the present invention.
[0060] FIG. 3 is a block diagram showing an animation library tool of a 3D animation production system according to an embodiment of the present invention.
[0061] FIG. 4 is a configuration diagram for explaining the process of change of an animation item according to mouse movement through the pose blending unit of an animation library tool according to an embodiment of the present invention.
[0062] FIG. 5 is an exemplary diagram showing animation data implemented through a modeling unit of a 3D animation production system according to an embodiment of the present invention.
[0063] FIG. 6 is an exemplary diagram showing animation data implemented through a rigging unit of a 3D animation production system according to an embodiment of the present invention.
[0064] FIG. 7 is an exemplary diagram showing animation data implemented through a lookdeb section of a 3D animation production system according to an embodiment of the present invention.
[0065] FIG. 8 is an exemplary diagram showing animation data implemented through an animation production unit of a 3D animation production system according to an embodiment of the present invention.
[0066] FIG. 9 is an exemplary diagram showing animation data implemented through a lighting unit of a 3D animation production system according to an embodiment of the present invention.
[0067] FIGS. 10 and 11 are configuration diagrams showing the display state of an animation item displayed through the LIM part of an animation library tool according to an embodiment of the present invention.
[0068] FIGS. 12 to 15 are exemplary diagrams illustrating the process of change of a basic animation item through a pose blending unit of an animation library tool according to an embodiment of the present invention.
[0069] FIGS. 16 to 19 are exemplary diagrams illustrating the automatic playback process of a basic animation item through the pose blending section of an animation library tool according to an embodiment of the present invention.
[0070] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. First, it should be noted that in assigning reference numerals to the components of each drawing, the same components are given the same reference numeral whenever possible, even if they are shown in different drawings.
[0071] Furthermore, it should be noted that technical terms used in describing the present invention are used merely to describe specific embodiments and are not intended to limit the invention. Detailed descriptions of related known components or functions are omitted if it is determined that such descriptions could obscure the essence of the invention. Additionally, general terms used in describing the present invention should be interpreted according to their prior definitions or the context, and should not be interpreted in an overly narrow sense. If a technical term is incorrect and fails to accurately express the concept of the invention, it should be replaced with a technical term that can be correctly understood by a person skilled in the art.
[0072] Furthermore, in describing the present invention, terms such as "comprising," "composing," or "having" mean that the relevant components may be inherent unless specifically stated otherwise, and should not be interpreted as necessarily including all of the various components or steps, and should be interpreted as meaning that some of the components or steps may not be included, or that additional components or steps may be included; and all terms, including technical or scientific terms, have the same meaning as generally understood by those skilled in the art to which the present invention pertains, unless otherwise defined.
[0073] In addition, identification symbols such as 1, 2, A, B, (a), (b), etc. may be used to describe the components of the present invention. These identification symbols are intended to distinguish the components from other components and are used only for convenience of explanation; they do not limit the essence, order, or sequence of the components.
[0074] Furthermore, the suffixes "module" and "part" for components used in this specification are assigned or used interchangeably solely for the sake of ease of drafting the specification, and do not inherently possess distinct meanings or roles.
[0075] In addition, some of the operations or functions described as being performed by a terminal, device, or device in the present invention may instead be performed by a server connected to said terminal, device, or device. Likewise, some of the operations or functions described as being performed by a server may also be performed by a terminal, device, or device connected to said server.
[0076] Additionally, each server described in each embodiment of the present invention may be a computer device or a system implemented with a plurality of computer devices that communicates with a terminal, device, or device through a network to provide commands, code, files, content, services, etc., and may include memory, a processor, a communication interface, an input / output interface, and a database.
[0077] Meanwhile, the 3D animation production system (100) of the present invention is configured such that each production process of 3D animation can be performed using LAS (LOCUS Animation System; 12), LORA (LOCUS Real-time Animation System; 14), and LOCMAN (LOCUS Management System; 16), which are based on Unreal Engine (Epic Games), as a production process management system (10).
[0078] In addition, according to the present invention, a LOCUS Animation System (LAS) based on Maya may be configured to include a LOCUS Real-time Animation System (LORA) based on Unreal Engine (Epic Games) and a LOCUS Management System (LOCMAN) that manages the animator's budget and projects.
[0079] Here, LAS (LOCUS Animation System) is a system that assists in improving segment-by-segment and overall productivity and reducing operator errors, automates segment-by-segment element tasks, and records (or stores) and tracks animation data in a database.
[0080] In addition, LORA (LOCUS Real-time Animation System) is a real-time animation production system that makes full use of the advantages of Unreal Engine. It enables real-time preview and immediate modification of animation data, and utilizes the game engine to produce animations by leveraging advantages such as real-time rendering, procedural automatic background generation, and real-time effects.
[0081] In addition, LOCMAN (LOCUS Management System) is a system that provides an innovative production environment capable of real-time rendering and immediate feedback by linking the animation library tool and database of the present invention used in each process of animation production to enable the sharing of animation production progress, and is a system that manages animation production schedules, task tracking, and production costs.
[0082] [Explanation of the symbol]
[0083] 100: 3D Animation Production System
[0084] 110: Modeling section
[0085] 120: Rigging section
[0086] 130: Lookdebbu
[0087] 140: Animation Production Department
[0088] 150: Writing Department
[0089] 160: Visual Effects Department
[0090] 170: Rendering section
[0091] 180: Compositizing section
[0092] 200: Library tool providing system
[0093] 210: LIM Department
[0094] 230: Pose Blending Section
[0095] 300: Database
[0096] Hereinafter, embodiments of the present invention will be described in detail with reference to the attached drawings.
[0097] As described above, the 3D animation production system using the animation library tool of the present invention is configured to include a 3D animation production system (100) that links with a production process management system (10), generates animation data including an animation item, and produces a 3D animation based on the generated animation data, a library tool providing system (200) that supports dynamic expressiveness including movement, facial expressions, emotions, etc., to the animation item during 3D animation production and allows for adjustment of the details of the animation item, and a database (300) in which setting data of the library tool providing system (200), animation data including the generated animation item, and shot data of the generated 3D animation are stored.
[0098] A 3D animation production system (100) comprises: a modeling unit (110) that shapes an animation item in 3D space, including an object consisting of a character that forms the basis of 3D animation, an environment, and props; a rigging unit (120) that configures a skeleton and joints on the animation item made of a 3D model to set up the character to move naturally; a look-definition unit (130) that visually completes the appearance of the animation item; an animation production unit (140) that uses a library tool provision system (200) to provide dynamic expressiveness including movement, facial expressions, and emotions to the rigged animation item and adjusts details regarding the detailed dynamic information of the animation item by reflecting multiple input data generated through mouse movements in real time; a lighting unit (150) that expresses the atmosphere and emotions of the scene through lighting settings of the animation item; a visual effect unit (160) that applies special effects such as smoke, flames, and explosions; a rendering unit (170) that converts the generated animation item into 2D image or video information; and a final video information composed of combining various rendered elements, adding color correction and visual effects. It is configured to include a compositing unit (180) that generates 3D scene data.
[0099] The modeling unit (110) is a component that creates a 3D model for an animation item that includes all characters appearing in the animation, as well as objects consisting of the environment and props.
[0100] This modeling unit (110) creates the basic proportions and shapes of the animation item using basic 3D models of geometric shapes such as cubes, cylinders, spheres, triangles, and polygons.
[0101] Additionally, the modeling unit (110) forms the outline of an animation item according to the overall structure and proportions of a character or object to be applied to a basic animation item created in correspondence with the basic ratio and shape as shown in FIG. 5.
[0102] At this time, the modeling unit (110) is configured to perform intermediate detail work to adjust the proportions and shapes of the character or object to be applied to the basic animation item and to emphasize the main outlines.
[0103] In addition, the modeling unit (110) is configured to perform detailed work such as adding fine surface textures, muscles, facial expressions, etc., so that textures can be applied to the specific shape and feature parts of a character or object.
[0104] In addition, the modeling unit (110) is configured to perform topology optimization work by finely modeling the character's face, clothing, equipment, etc. among the animation items, and adjusting and optimizing the character's polygon (surface) structure so that the animation can proceed smoothly by applying the 3D model to the animation.
[0105] Meanwhile, the modeling unit (110) of the present invention can be configured to implement the character and object included in the animation item in a form spread out on a 2D plane in order to accurately apply a texture to the animation item, and to perform UV mapping work to input the texture.
[0106]
[0107] The rigging unit (120), as shown in FIG. 6, is a component that creates a skeleton or rig for an animation item made of a 3D model, which gives movement to the modeled animation item so that the animation item can move within the animation. It allows the 3D character or object to move and deform naturally, and is a component that requires precise work because if the rigging is done incorrectly, the model may be distorted or show unrealistic movements in the animation.
[0108] This rigging unit (120) is configured to place a skeleton and a joint connecting the skeleton at the main joint positions of an animation item including a character and an object, and to connect the skeleton and the joint with the animation item made of a 3D model so that the movement of the skeleton is reflected in the animation item.
[0109] Here, the rigging unit (120) can be configured to enable the setting of the rotation and movement method of the joints through inverse kinematics (IK) and forward kinematics (FK).
[0110]
[0111] The lookdeb section (130), as shown in FIG. 7, is a component that determines how an animation item made of a 3D model receives light and how it reflects light through a shading process by applying light to the animation item and setting the reflectivity, transparency, refraction, etc. of the surface.
[0112] These look-depth parts (130) make the appearance of the animation item look realistic, and increase realism by adjusting effects such as the surface of the animation item sparkling or shadows being created by light, and give color and texture to the animation item, serving to display the surface texture, color, pattern, etc.
[0113] The lookdeb (130) is configured so that UV mapping can be performed to allow textures to be applied to animation items made of 3D models.
[0114] Here, UV mapping is a very important process in 3D modeling, referring to the task of unfolding the surface of a 3D model into a 2D plane so that textures can be applied.
[0115] In other words, UV mapping is the process of unfolding a surface in 3D space into a 2D image space. This process is essential for texturing and detailing, and plays a key role in completing an animated item with a realistic appearance by adding realistic details to the model, thereby applying textures to make the model look realistic and precisely implementing surface textures such as the skin, clothes, trees, and walls of the character or environment.
[0116]
[0117] The animation production department (140) is a component that determines the basic pose of the animation item, sets the main movements of the basic pose, and implements natural and smooth movements for the basic pose and the set main movements to give the animation item life.
[0118] This animation production unit (140) can set the main movements, which are based on the animation scenario and poses for the overall movement of the animation item, as shown in FIG. 8.
[0119] Meanwhile, the animation production unit (140) of the present invention is configured to link with the library tool providing system (200) described later, so as to naturally connect the movements of animation items with main actions set through the library tool providing system (200), and to adjust the timing and rhythm to implement a smoother animation.
[0120]
[0121] As shown in FIG. 9, the lighting unit (150) sets the light within the animation scene to give the final atmosphere, emotion, and realism, and is a component that greatly influences the visual quality of the animation and plays a role in directing the animation in accordance with the visual style while reflecting the physical characteristics of the real world.
[0122] This lighting unit (150) is configured with a key light module that sets the main lighting of the animation to adjust the basic brightness and contrast of the scene, a fill light module that mitigates shadows created by the key light module and emphasizes details of the scene, a back light module that adds background light to emphasize the outline of the subject and give a sense of depth, and a color adjustment module that adjusts the color temperature and saturation of the lighting to express the atmosphere of the scene, thereby emphasizing the timing, emotion, and depth of each scene of the animation and maximizing visual effects through contrast and color tones caused by light and shadow.
[0123]
[0124] Visual Effects (VFX; 160) applies special effects such as smoke, flames, and explosions to scenes of animation. It analyzes the special effect requirements of the animation scenes, determines the types and intensity of the necessary effects, and sets up physics-based simulations based on the determined special effect data to generate water, smoke, explosions, fire, thunder, clouds, or destructive effect elements, and applies the generated elements to specific scenes of animation.
[0125] In this visual effect section (160), once the application of the effect element is completed, the animation scene, i.e., scene data to which the effect element is applied is simulated to check whether the animation scene and the effect element are in harmony, and the intensity, speed, color, etc. of the effect element are adjusted to increase the realism of the animation scene, i.e., scene data.
[0126]
[0127] The rendering unit (170) utilizes various rendering techniques such as ray tracing, scanline rendering, and path tracing to combine all elements, such as animation items, textures, lighting, and scene data corresponding to the animation scene, and outputs them as a 2D image or 3D video file.
[0128]
[0129] The compositing section (180) is one of the final stages of 3D animation production and plays the role of synthesizing various visual elements to create a final image.
[0130] This compositing unit (180) is configured to combine multiple render passes generated in previous stages, such as 3D modeling, texturing, lighting, animation, and rendering, to ultimately enhance visual completeness and add effect elements to the scene data.
[0131] In addition, the compositing unit (180) is closely associated with video editing and visual effects (VFX), and is configured to adjust the atmosphere, color tone, lens effects, etc. of the scene through post-processing work, and to synthesize various visual elements to produce an animation consisting of a final 3D video file.
[0132] That is, the compositing unit (180) is configured for post-processing work in 3D animation production.
[0133]
[0134] The library tool providing system (200) is linked with the aforementioned animation production unit (140), and is configured to quickly display the necessary animation items from the library stored in the database (300) when an animation item is created through the animation production unit (140), and is configured so that a preview video of the animation item is automatically played when the mouse hovers over the displayed animation item, and is configured so that the frame information of the animation item can be checked according to the direction of mouse movement.
[0135] This library tool providing system (200) is configured to include a LIM section (210) and a pose blending section (220).
[0136] The LIM section (Lazy Item Model; 210) is configured so that necessary data from the animation library can be quickly displayed to the animation production section (140) through the search and dynamic loading of animation items stored in the database (300).
[0137] At this time, the LIM unit (210) can search based on tag information included in the animation item when searching for the animation item.
[0138] For example, the database (300) stores hundreds to thousands of animation items created by the 3D animation production system (200) to create animations.
[0139] At this time, when the animation production department (140) performs animation production work using animation items stored in the database (300), if the library tool providing system (200) displays all of the aforementioned hundreds to thousands of animation items in the animation library UI configured in the animation production department (140), not only will it take a considerable amount of time until all animation items are loaded, but it will also be difficult for the worker to find the necessary animation items and perform animation production work.
[0140] Here, the animation item includes visible information such as the name and thumbnail image of a character or object, tag information for searching, default pose information of a character or object, and dynamic data information for applying the animation.
[0141] Here, dynamic data information may refer to the main motion pose set from the basic pose information of the animation item generated through the animation production unit (140).
[0142] Accordingly, the LIM unit (210) of the present invention may be configured with a first item display unit (212) that includes dynamic data information in only a set number of animation items among the animation items displayed through the animation production unit (140), as shown in FIG. 10.
[0143] In addition, the LIM section (210) can be configured to have a second item display section (214) that displays only the 2D image information of the animation items for a set number of animation items among the animation items that are not included in the setting range of the first item display section (212), that is, the lower part of the first item display section (212).
[0144] At this time, it is preferable that the LIM part (210) be configured so that the second item display part (214) can be positioned below the first item display part (212).
[0145] Additionally, the LIM section (210) may configure a third item display section (216) that displays only the interface with the animation items removed in the case of animation items that are not included in the setting range of the second item display section (214).
[0146] The LIM section (210) is configured so that when a worker scrolls down the screen interface where the animation item is displayed, the first item display section (212) can move a distance equal to the scrolling value.
[0147] That is, as illustrated in FIG. 11, the LIM section (210) is configured such that the first item display section (212) has the same position value as the scroll configured in the screen interface, and the second and third item display sections (214, 216) are also configured to move downward by a distance corresponding to the movement value of the first item display section (212).
[0148] At this time, the LIM part (210) may further configure an item display fixing part (218) so that, in the case of animation items that have already been displayed, they can be continuously displayed on the screen interface even if the position of the first item display part (212) is changed.
[0149] That is, the LIM section (210) is preferably configured so that only animation items included in the setting range of the first item display section (212) can be displayed on the screen interface, but is not limited thereto, and animation items that have already been displayed can be continuously displayed even if the position of the first item display section (212) changes.
[0150] In other words, the LIM unit (210) of the present invention is configured such that when the library tool provision system (200) is activated through the animation production unit (140), it requests the provision of animation items stored in the database (300), and among the animation items provided from the database (300), only a number of animation items corresponding to the setting range of the first item display unit (212) are requested from the database (300) and provided so that they can be displayed through the animation library UI of the animation production unit (140).
[0151] Additionally, the LIM (210) is configured to be linked with an animation library UI that displays animation items and is configured in the animation production unit (140), and detects and checks whether the scroll configured in the animation library UI is moving. If it is determined that the scroll is moving downward, the first item display unit (212) is moved by a value equal to the distance of the scroll's movement, and at the same time, data for a number of animation items corresponding to the setting range of the first item display unit (212) is requested and provided and displayed.
[0152] Accordingly, the present invention allows a worker to more quickly and clearly identify information about some of the animation items selected through the first item display unit (212) during the production of an animation, and thereby can directly and quickly check the corresponding animation items that need to be included in the animation scene.
[0153]
[0154] The pose blending unit (220) is a component that is linked to the animation library UI of the animation production unit (140) and the mouse that selects the animation item, detects the movement of the mouse, and, depending on the detection result, outputs the preview video information of the animation item selected by the mouse in real time or converts the basic pose information of the animation item selected by the mouse into the target pose information of the animation item selected by the mouse.
[0155] This pose blending unit (220) checks the selection method of the mouse when an animation item displayed in the animation library UI is selected by the worker using a mouse.
[0156] That is, the pose blending unit (220) checks whether the mouse selects the animation item by mouse-over or by simple click.
[0157] Here, the animation library UI may be configured to include a basic pose UI (222) that outputs basic pose information of a character or object of an animation item as illustrated in FIG. 12, an item display UI (224) configured so that animation items displayed through the LIM section (210) can be displayed within their respective layout ranges, an item layout UI (226) that partitions multiple animation items displayed through the item display UI (224) so that they can each be displayed as independent items, and a target pose UI (228) that displays an animation item (or target animation item) corresponding to an animation item selected by a mouse and consisting of target pose information for changing dynamic expressiveness including movement, facial expression, and emotion of the basic pose information.
[0158] Additionally, the pose blending unit (220) can receive and display preview image information of the character or object of the corresponding animation item from the database (300) when the mouse selection method is selected by mouse over.
[0159] At this time, the pose blending unit (220) can continue to check whether the mouse is moving, and if the mouse leaves the item layout UI (226) of the animation library UI where the animation item displaying the preview video information is displayed, the output of the preview video information can be stopped.
[0160] In addition, the pose blending unit (220) of the present invention can check the position and selection state (click, or drag) of a mouse, specifically a mouse cursor (226a), within the range of the item layout UI (226) while an animation item displayed on the item display unit (224) of the animation library UI is selected, as shown in FIG. 16.
[0161] Here, the pose blending unit (220) is configured to check the direction of movement of the mouse cursor (226a) when the mouse cursor (226a) moves within the range of the item layout UI (226) in a drag-and-move manner as shown in FIG. 17, and to rewind or fast-forward the preview image information in correspondence with the distance moved.
[0162] In the present invention, when the mouse cursor (226a) moves to the left (Fig. 17), the preview image information is configured to be rewinded, and when it moves to the right (Fig. 18), it is configured to be fast-forwarded.
[0163] Additionally, the pose blending section (220) may further be configured with a frame status display UI (226b) at the bottom of the item layout UI (226) so that the operator can check information about the progress of the frame of the preview video information in the form of a bar.
[0164] In addition, the pose blending unit (220) of the present invention is configured so that when an animation item with preview image information being output is re-selected as shown in FIG. 19, the enlarged animation item and the preview image information of the animation item can be checked through the target pose UI (228).
[0165] In addition, the pose blending unit (220) can provide the total number of frames of the preview video information (indicated as 24 frames in the present invention) and information on the frame progress for the current video time period (currently the 21st frame is displayed) when the preview video information of the animation item is displayed through the target pose UI (228).
[0166]
[0167] Meanwhile, the pose blending unit (220) is configured to check the movement method of the mouse when the mouse selection method is a click selection as illustrated in FIGS. 12 to 15, and to change the dynamic expressiveness of the animation item (basic animation item) corresponding to the basic pose information according to the mouse movement method to the dynamic expressiveness of the animation item selected by the mouse, i.e., the target animation item.
[0168] At this point, the mouse movement method is to check whether it is a simple click-and-move or a drag-and-drop method while holding down the click.
[0169] Such a pose blending unit (220) is configured so that when moving by dragging after selecting a target animation item, that is, when moving by dragging after clicking (selecting a target animation item), the dynamic expressiveness of the basic animation item can be changed according to the direction of movement of the mouse and the moved value.
[0170] However, it is not limited to this, and it may be configured so that when the mouse moves to the target pose UI (228), the dynamic expression of the default animation item can be changed to the dynamic expression of the target animation item.
[0171] At this time, to change the dynamic expressiveness of the basic animation item, the current pose at the moment the mouse cursor (226a) selects the target animation item can be saved as the reference pose.
[0172] This pose blending unit (220) receives a control signal generated when the mouse cursor (226a) moves from the animation production unit (140) at regular intervals to change the dynamic expressiveness of the basic animation item, and calculates and stores a movement value in real time for the distance the mouse cursor (226a) has moved within the range of the item layout UI (226) based on the received control signal.
[0173] At this time, the pose blending unit (220) is configured to calculate the movement value of the mouse cursor (226a) moving from left to right by using the position closest to the left of the layout of the target pose UI (228) as the starting point (movement amount 0%) and the position closest to the right of the layout of the target pose UI (228) as the ending point (movement amount 100%).
[0174] The pose blending unit (220) converts the movement value of the mouse cursor (226a) into a change ratio value of the basic animation item, and then blends (combines) the basic animation item and the target animation item, thereby changing the dynamic expressiveness of the basic animation item to a value corresponding to the converted change ratio value.
[0175] That is, the pose blending unit (220) of the present invention is configured so that the basic animation item and the target animation item are blended according to the calculated change ratio value.
[0176] In addition, the pose blending unit (220) can calculate the amount of movement from the point in time when the control signal of the mouse cursor (226a) is not received from the animation production unit (140) until the point in time when the control signal is not received.
[0177]
[0178] Meanwhile, the pose blending unit (220) of the present invention must calculate the real-time movement value of the mouse cursor (226a) in order to calculate the change ratio value in real time, and in particular, when calculating the change ratio value in real time in proportion to the movement speed of the mouse cursor (226a), there may be cases where the calculation time is backed up.
[0179] Accordingly, it is preferable that the force blending unit (220) of the present invention be configured so that the change ratio value can be calculated in a stack manner.
[0180] Here, the stack method refers to a method of storing movement values generated based on control signals generated through the movement of the mouse cursor (226a) in 0.008-second intervals, and generating a change ratio value (Ratio) using the most recent movement value to perform real-time pose blending.
[0181] That is, the pose blending unit (220) of the present invention receives a control signal generated when the mouse cursor (226a) moves from the mouse body every 0.008 seconds, as shown in FIG. 4, and stores the movement value of the mouse cursor (226a).
[0182] For example, assuming that the initial change ratio value (ratio #1) calculated according to the movement of the mouse cursor (226a) is 30%, and the cumulative change ratio values (ratio #2 to #4) calculated according to the movement of the mouse cursor (226a) that continues thereafter are 50%, 70%, and 90% respectively, both the initial change ratio value and the cumulative change ratio value are temporarily stored in a stack manner, and when the reception of the control signal ends due to the cessation of movement of the mouse cursor (226a), only the most recently generated cumulative change ratio value, that is, the change ratio value corresponding to 90% (ratio #4), is calculated and the rest are deleted, thereby allowing the result pose corresponding to the changed dynamic expression of the basic animation item to be checked more quickly.
[0183] The foregoing description is merely an illustrative explanation of the technical concept of the present invention, and those skilled in the art to which the present invention pertains will be able to make various modifications and variations within the scope of the essential characteristics of the present invention. Accordingly, the embodiments disclosed in the present invention are intended to explain, not limit, the technical concept of the present invention, and the scope of the technical concept of the present invention is not limited by these embodiments. The scope of protection of the present invention shall be interpreted by the claims below, and all technical concepts within an equivalent scope shall be interpreted as being included within the scope of rights of the present invention.
Claims
1. Production Process Management System; A 3D animation production system that links with the above-mentioned production process management system, generates animation data including animation items, and produces 3D animation based on the generated animation data; A library tool providing system configured to quickly display the necessary animation items from a library stored in a database in conjunction with the above-mentioned 3D animation production system, configured to automatically play a preview video of the animation item when the mouse hovers over the displayed animation item, and configured to check frame information of the animation item according to the direction of mouse movement; A library tool providing system that supports dynamic expressiveness including movement, facial expressions, and emotions to the above animation item and enables adjustment of the details of the above animation item; and A database storing setting data of the above-mentioned library tool providing system, animation data including anim items produced through the above-mentioned 3D animation production system, and shot data of the produced 3D animation; A 3D animation production system using an animation library tool characterized by including 2. In Paragraph 1, The above animation item is, A 3D animation production system using an animation library tool characterized by including the name of a character or object, thumbnail image information, tag information for searching, basic pose information of the character or object, and dynamic data information for applying animation.
3. In Paragraph 2, The above dynamic data information is, A 3D animation production system using an animation library tool characterized by being a main motion pose set from the basic pose information of an animation item generated through the above 3D animation production system.
4. In Paragraph 1, The above 3D animation production system is, A modeling unit that generates a 3D model for an animation item comprising objects consisting of characters appearing in the animation, environments, and props; A rigging unit that provides movement to the above animation item; A lookdeb section that applies lighting to the above animation item and sets the surface reflectivity, transparency, and refraction state; An animation production unit that links with the above library tool providing system, determines the basic pose of the above animation item, and sets the main movements of the above basic pose; A lighting unit that sets the light within an animation scene; Visual Effects (VFX) unit that generates water, smoke, explosions, fire, thunder, clouds, or destructive effect elements and applies the generated effect elements to the scene of the animation; A rendering unit that combines animation items, textures, lighting, and scene data corresponding to the animation scene to output a 2D image or 3D video file; and A compositing unit that produces an animation consisting of a final 3D video file by synthesizing visual elements into a 2D image or 3D video file generated by the rendering unit above; A 3D animation production system using an animation library tool characterized by including 5. In Paragraph 4, The above library tool providing system is, A LIM unit (Lazy Item Model) configured so that necessary data from the animation library can be displayed in the animation library UI configured in the animation production unit through the search and dynamic loading of animation items stored in the database; and A pose blending unit that detects the movement of a mouse selecting the above animation item, and outputs preview video information of the animation item selected by the mouse in real time according to the detection result, or converts the basic pose information of the animation item into target pose information of the animation item selected by the mouse; A 3D animation production system using an animation library tool characterized by including 6. In Paragraph 5, The above LIM part is, A 3D animation production system using an animation library tool characterized by searching for an animation item based on tag information included in the item.
7. In Paragraph 5, The above LIM part is, A first item display unit that includes dynamic data information only in a set number of animation items so that it can be displayed through the animation production unit; A second item display unit that displays a set number of animation items as 2D image information among the animation items not included in the setting range of the first item display unit; and A third item display unit that removes animation items not included in the setting range of the second item display unit and displays only the interface; A 3D animation production system using an animation library tool characterized by including 8. In Paragraph 7, The above LIM part is, A 3D animation production system using an animation library tool, characterized in that when a worker scrolls down the screen interface where the animation item is displayed, the first item display part is configured to move by a distance equal to the scroll movement value.
9. In Paragraph 8, The above LIM part is, A 3D animation production system using an animation library tool, characterized by detecting and verifying whether the scroll moves, and if it is determined that the scroll moves in a downward direction, moving the first item display unit by a value equal to the distance of movement of the scroll, and simultaneously receiving and displaying data for a number of animation items corresponding to the set range of the first item display unit from a database.
10. In Paragraph 5, The above animation library UI is, A basic pose UI that outputs basic pose information of the character or object of the above animation item, and An item display UI configured so that animation items displayed through the above LIM section can be displayed within their respective layout ranges, and An item layout UI that partitions multiple animation items displayed through the above item display UI so that each can be displayed as an independent item, and A target pose UI that is connected to the pose blending unit above, corresponds to an animation item selected by a mouse, and displays a target animation item consisting of target pose information for changing dynamic expressiveness including movement, facial expressions, and emotions of basic pose information. A 3D animation production system using an animation library tool characterized by including 11. In Paragraph 5, The pose blending unit above is, When an animation item displayed in the animation library UI is selected by a worker using a mouse, check whether the mouse selects the animation item by hovering over it or by a simple click, and A 3D animation production system using an animation library tool, characterized by checking the position of a mouse cursor within the range of an item layout UI included in the animation library UI while the animation item is selected, and checking whether the mouse cursor moves in a click-and-drag manner.
12. In Paragraph 11, The pose blending unit above is, A 3D animation production system using an animation library tool, characterized by receiving and displaying preview video information of the character or object of the animation item from a database when the mouse selection method is selected by the mouse over method.
13. In Paragraph 11, The pose blending unit above is, A 3D animation production system using an animation library tool, characterized by being configured to check the direction of movement of the mouse cursor when the movement method of the mouse cursor is a drag movement method, and to rewind or fast-forward the preview video information in correspondence with the distance moved.
14. In Paragraph 11, The pose blending unit above is, A 3D animation production system using an animation library tool, characterized by being configured to allow viewing of an enlarged animation item and the preview video information of the animation item through a target pose UI included in the animation library UI when the animation item currently displaying the preview video information is re-selected.
15. In Paragraph 14, The pose blending unit above is, A 3D animation production system using an animation library tool, characterized by providing information on the total number of frames of the preview video information and the frame progress status for the current video time period together when the preview video information of an animation item is displayed through the target pose UI.
16. In Paragraph 11, The pose blending unit above is, A 3D animation production system using an animation library tool, characterized by being configured to check the movement method of the mouse cursor when the selection method of the mouse is a click-based selection, and to change the dynamic expressiveness of a basic animation item corresponding to basic pose information to the dynamic expressiveness of a target animation item selected by the mouse cursor according to the movement method of the mouse cursor.
17. In Paragraph 16, The pose blending unit above is, A 3D animation production system using an animation library tool characterized by saving the current pose at the moment the mouse cursor selects the target animation item as the reference pose of the basic animation item in order to change the dynamic expressiveness of the basic animation item.
18. In Paragraph 16, The pose blending unit above is, A 3D animation production system using an animation library tool, characterized by receiving a control signal generated when the mouse cursor moves at regular intervals, converting a movement value corresponding to the distance the mouse cursor moved within the range of an item layout UI included in the animation library UI based on the received control signal into a change ratio value of a basic animation item, blending the basic animation item and the target animation item, and changing the dynamic expressiveness of the basic animation item to a value corresponding to the converted change ratio value.
19. In Paragraph 18, The pose blending unit above is, A 3D animation production system using an animation library tool, characterized by calculating the above movement value as the amount of movement from the point in time when the control signal of the mouse cursor begins to be received until the point in time when the control signal is not received.
20. In Paragraph 18, The pose blending unit above is, A 3D animation production system using an animation library tool characterized by being configured to calculate change ratio values in a stack manner.
21. In Paragraph 4, The above rigging unit is, A 3D animation production system using an animation library tool, characterized by placing a skeleton and a joint connecting the skeleton at the main joint positions of the above-mentioned animation item, and connecting the skeleton and the joint with the animation item composed of a 3D model to reflect the movement of the skeleton in the animation item.
22. In Paragraph 4, The above rigging unit is, A 3D animation production system using an animation library tool characterized by being configured to enable the setting of joint rotation and movement methods through inverse kinematics (IK) and forward kinematics (FK).
23. In Paragraph 4, The above-mentioned look section is, A 3D animation production system using an animation library tool characterized by performing UV mapping so that textures can be applied to animation items.
24. In Paragraph 4, The above lighting unit is, A key light module that sets the main lighting of the animation to adjust the basic brightness and contrast of the scene; A fill light module that mitigates shadows caused by the key light module and emphasizes details of the scene; A backlight module that adds background light to emphasize the outline of the subject and give it a sense of depth; and A color adjustment module that adjusts the color temperature and saturation of lighting to express the atmosphere of an animation scene; A 3D animation production system using an animation library tool characterized by including 25. In Paragraph 1, The above-mentioned manufacturing process management system is, A 3D animation production system using an animation library tool characterized by including LAS (LOCUS Animation System), LORA (LOCUS Real-time Animation System), and LOCMAN (LOCUS Management System) configured based on the above Unreal Engine (Epic Games).