Method and apparatus for producing animation using animation library

WO2026164489A1PCT designated stage Publication Date: 2026-08-06LOCUS
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
LOCUS
Filing Date
2026-02-02
Publication Date
2026-08-06

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Abstract

The present invention comprises: a modeling step of generating a model in a three-dimensional space; a rigging step of connecting a skeleton or a structure to the model to enable movement; and a look dev step of creating a visual style through lighting, texture, and the like. In an animation step, a pose or animation data of the model is set using a three-dimensional graphic engine-based animation library, and a lighting step of setting light and a visual effect step of generating a special effect are performed thereafter. Finally, production is completed through a rendering step of outputting every element as an image or video and a compositing step of generating a final image by combining a plurality of render passes.
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Description

Method and device for producing animation using an animation library

[0001] The present invention relates to a method and apparatus for producing animation using an animation library, and more specifically, to a technology for sharing and reusing animation data in the production of 3D animation content using a 3D graphics engine.

[0002] Animation production is carried out through a very complex process. Conventional animation production is produced in a linear manner using Digital Content Creation tools (DCCs) that handle 3D graphics. Specifically, the current animation production method generates the final animation image by sequentially performing stages such as modeling, animation, rendering, and compositing.

[0003] This method of animation production is carried out by applying camera layout techniques used in film. In other words, various existing camera work methods are often used as is to create unique dramatic effects in the camera work. This directorial style is sometimes referred to as mise-en-scene and can be used repeatedly across different works.

[0004] Meanwhile, a game engine is software originally intended for developing games, and it provides various functions such as a rendering engine that expresses 3D graphics, a physics engine that produces physical effects, animation, artificial intelligence, and networks.

[0005] The graphics of such game engines are expressed by receiving data implemented through modeling, known as assets, and rendering it. These assets form the background or characters of the video, and the character's performance can be composed by receiving the actual actor's performance through a motion capture system and a face recognition system, mapping it onto the character, and implementing it as the character's performance.

[0006] Therefore, such game engines can be utilized as production tools for movies, and can be used for previsualization before actual filming. If the modeled assets are indistinguishable from real life, they may also be used as actual film production tools.

[0007] As such, game engines can be utilized as animation production tools; if the angle and sense of distance of the screen are captured through camera movement, just as with actual filming with a camera, the screen can be composed with the exact feel of actual filming, which will be very advantageous for animation production.

[0008] Meanwhile, with the advancement of animation-related technologies added to game engines, the demand for sharing and reusing animation data is expected to increase.

[0009] Building an animation library is essential when performing animation keying and real-time rendering simultaneously on a game engine viewport, as this eliminates several steps of data transfer.

[0010] With the emergence of technology that enables direct key animation work within game engines, the need for sharing and reusing animation data within game engines is increasing. Although game engines have built-in features for saving Control Rig Pose assets, they are inconvenient as they require users to select individual controls, and the UI and UX for creating and applying pose assets are somewhat complex. Furthermore, there are no functions for saving or applying animations other than poses.

[0011] Embodiments of the present invention aim to provide a method and apparatus for producing animation using an animation library for sharing or reusing animation data by utilizing a 3D graphics engine-based animation library in the production of 3D animation content.

[0012] However, the problem to be solved by the present invention is not limited thereto, and may be extended in various ways within an environment that does not deviate from the spirit and scope of the present invention.

[0013] According to one embodiment of the present invention, an animation production method performed by an animation production device comprises: a modeling step of creating a three-dimensional model appearing in an animation in a three-dimensional space; a rigging step of rigging the three-dimensional model by connecting a skeleton or structure to the created three-dimensional model to enable movement of the three-dimensional model; a look development step of creating a visual style of the three-dimensional model by applying at least one of lighting, shading, color, pattern, and texture to the three-dimensional model; an animation step of creating a scene in which the three-dimensional model moves by adding movement to the rigged three-dimensional model; a lighting step of setting light within the scene in which the three-dimensional model moves; a visual effect step of creating a pre-set special effect in the scene in which the three-dimensional model moves in a digital environment; and a rendering step of combining all elements from the modeling step, the rigging step, the look development step, the animation step, the lighting step, and the visual effect step to output as an image or video file. A method for producing animation using an animation library may be provided, comprising a compositing step that combines multiple render passes and visual effects generated in a step prior to the rendering step to produce a final image, and an animation step that includes an animation library step that sets pose data or animation data of the 3D model using an animation library based on a 3D graphics engine.

[0014] The animation step above can analyze control rig key data of the user-selected section using the animation data handle module of the 3D graphics engine.

[0015] The above animation step can save key values ​​frame by frame by analyzing the track of an asset bound to the sequencer through the key saving (Exporter) module.

[0016] The above animation step can perform filtering and key reduction operations on keys that are static channels having the same key value from the keys stored per frame.

[0017] The above animation step can reconstruct the key in the Sequencer through at least one panel by analyzing the stored key data through the key application (Importer) module.

[0018] The above animation production method may further include a step of applying at least one import pattern to an animation key according to a section selected by the user.

[0019] The above animation production method may further include a pose blend step in which a new pose and a previously stored pose are blended, wherein the intensity of the poses being blended is varied.

[0020] The above animation production method may further include a step of supporting two methods for an item: a video preview and a thumbnail preview.

[0021] The above animation production method may further include a step of adjusting item size and item spacing by controlling with a mouse or keyboard input.

[0022] The above animation production method may further include the step of constructing a flat file system database that establishes relationships to a file item model and operating the constructed flat file system database.

[0023] The step of operating the above-mentioned flat file system database can convert the hierarchical structure of the above-mentioned flat file system database into a flat model and reconstruct the runtime tree structure by assigning parent-child relationship attributes to each item.

[0024] The step of operating the above-mentioned flat file system database may further include the step of reconstructing the database from items stored in the actual file system if a model cannot be built from the database due to a record error in the file system database.

[0025] The above animation production method may further include a step of displaying items in advance and loading item information through an item loading operation during the item indexing process using multi-threading.

[0026] The above animation production method may further include a step of adjusting the item size or spacing according to shortcut key input via a mouse or keyboard.

[0027] The above animation production method may further include a step of increasing compatibility with the 3D graphics engine by reinterpreting a key that allows input of external application data.

[0028] Meanwhile, according to another embodiment of the present invention, an input / output module providing an input / output interface with a user; a memory storing one or more programs; An animation production device using an animation library may be provided, comprising a processor that executes one or more programs stored above, wherein the processor generates a 3D model appearing in an animation in a 3D space, riggs the 3D model by connecting a skeleton or structure to the generated 3D model to enable movement of the 3D model, generates a visual style of the 3D model by applying at least one of lighting, shading, color, pattern, and texture to the 3D model, generates a scene in which the 3D model moves by adding movement to the rigged 3D model, sets light within the scene in which the 3D model moves, generates special effects pre-set in the scene in which the 3D model moves in a digital environment, outputs an image or video file by combining all elements from the previous operation performed by the processor, generates a final image by combining a plurality of render passes generated in the previous step of output and visual effects, and sets pose data or animation data of the 3D model using an animation library based on the 3D graphics engine.

[0029] The above processor can analyze control rig key data of a user-selected section by using the animation data handle module of the 3D graphics engine.

[0030] The above processor can analyze the track of an asset bound to the sequencer through a key storage (Exporter) module and store the key value frame by frame.

[0031] The above processor can perform filtering and key reduction operations on keys that are static channels having the same key value from keys stored per frame.

[0032] The above processor can analyze stored key data through a key importer module and reconstruct the key in the sequencer through at least one panel.

[0033] The above processor can apply at least one import pattern to the animation key according to the section selected by the user.

[0034] The above processor can blend a new pose and a previously stored pose, and can blend by varying the intensity of the poses being blended.

[0035] The above processor can support two methods for an item: video preview and thumbnail preview.

[0036] The above processor can adjust item size and item spacing by controlling with mouse or keyboard input.

[0037] The animation production device further includes a flat file system database in which relationships are established in a file item model, and the processor can operate the established flat file system database.

[0038] The processor can convert the hierarchical structure of the flat file system database into a flat model and reconstruct the runtime tree structure by assigning parent-child relationship attributes to each item.

[0039] The above processor can reconstruct the database from items stored in the actual file system if the model cannot be built from the database due to a record error in the planar file system database.

[0040] The above processor can use multi-threading to pre-display items and load item information through an item loading operation during the item indexing process.

[0041] The above processor can adjust the size or spacing of items based on shortcut key input via a mouse or keyboard.

[0042] The processor can increase compatibility with the 3D graphics engine by reinterpreting a key that allows the input of external application data.

[0043] Meanwhile, according to another embodiment of the present invention, a non-transient computer-readable storage medium for storing instructions that cause a processor to execute a method when executed by a processor, wherein the method comprises: a modeling step of creating a three-dimensional model appearing in an animation in a three-dimensional space; a rigging step of rigging the three-dimensional model by connecting a skeleton or structure to the created three-dimensional model to enable movement of the three-dimensional model; a look development step of creating a visual style of the three-dimensional model by applying at least one of lighting, shading, color, pattern, and texture to the three-dimensional model; an animation step of creating a scene in which the three-dimensional model moves by adding movement to the rigged three-dimensional model; a lighting step of setting light within the scene in which the three-dimensional model moves; and a visual effect step of creating a pre-set special effect in the scene in which the moving model moves in a digital environment. A non-transient computer-readable storage medium may be provided, comprising: a rendering step that combines all elements in the modeling step, the rigging step, the lookde step, the animation step, the lighting step, and the visual effect step to output an image or video file; and a compositing step that combines a plurality of render passes generated in the step prior to the rendering step with visual effects to generate a final image, wherein the animation step includes an animation library step that sets pose data or animation data of the 3D model using an animation library based on the 3D graphics engine.

[0044] The disclosed technology may have the following effects. However, this does not mean that a specific embodiment must include all of the following effects or only the following effects; therefore, the scope of the rights of the disclosed technology should not be understood as being limited by this.

[0045] Embodiments of the present invention can share or reuse animation data in real time by using an animation library based on a 3D graphics engine (e.g., Unreal Engine, Unity Engine, etc.) in the production of 3D animation content.

[0046] Embodiments of the present invention allow for easy setting of pose data or animation data of a 3D model using an animation library based on a 3D graphics engine.

[0047] Embodiments of the present invention can provide real-time rendering simultaneously with animation keying on a 3D graphics engine viewport.

[0048] According to embodiments of the present invention, a user (e.g., an animator) no longer needs to capture animation keys in Maya or other programs, convert them into data, and then import them back into a 3D graphics engine.

[0049] Embodiments of the present invention go beyond sharing animation keys through an animation library to store animation keys so that they can be easily retrieved whenever needed.

[0050] Embodiments of the present invention allow animation key data to be easily shared and reused by using an animation library that supports a control rig of a 3D graphics engine.

[0051] Embodiments of the present invention can perform intuitive control operations through a control rig-based handle, and since movements are set by directly manipulating the joints or bones of a character, work can be performed visually and intuitively.

[0052] Embodiments of the present invention can perform real-time editing operations through a control rig-based handle, and can immediately check the results while editing the animation in real time.

[0053] Embodiments of the present invention can perform save (export) and apply (import) operations based on handle data, and can reconstruct animation data or replace it with new animation data.

[0054] Embodiments of the present invention can enable the user to quickly start key animation work by testing the intensity of the pose to be applied.

[0055] Embodiments of the present invention may select an Outliner, Viewport, or Sequencer as a target selection method.

[0056] Embodiments of the present invention support nested folder tree formats, such as folder-folder-item, through a flat file system database by specifying and managing relationships for each item attribute to represent a tree structure unique to a file system, and can respond to the addition, modification, or deletion of items.

[0057] Embodiments of the present invention can provide a user with the function of reconstructing a database from items stored in an actual file system when it is difficult to build a model from a database due to record errors in the file system database.

[0058] Embodiments of the present invention use multi-threading for item information representation to provide convenience, such as allowing the size or spacing of items to be adjusted with minimal input without interfering with user input.

[0059] FIG. 1 is a diagram showing an animation production process using an animation library according to one embodiment of the present invention.

[0060] FIG. 2 is a flowchart illustrating a method for producing animation using an animation library according to an embodiment of the present invention.

[0061] FIG. 3 is an example drawing for explaining the modeling step in an animation production method according to one embodiment of the present invention.

[0062] FIG. 4 is an example drawing for explaining the rigging step in an animation production method according to one embodiment of the present invention.

[0063] FIG. 5 is an example drawing for explaining the lookdeb step in an animation production method according to one embodiment of the present invention.

[0064] FIG. 6 is an example drawing for explaining the animation step in an animation production method according to one embodiment of the present invention.

[0065] FIG. 7 is an example drawing for explaining the lighting step in an animation production method according to one embodiment of the present invention.

[0066] FIG. 8 is a diagram showing an animation library process in an animation production process using an animation library according to an embodiment of the present invention.

[0067] FIG. 9 is a diagram showing the operation of a tool in an animation production method according to one embodiment of the present invention.

[0068] FIG. 10 is a flowchart illustrating an animation process using an animation library in an animation production method according to an embodiment of the present invention.

[0069] FIG. 11 is a diagram showing a portion of control rig data stored in an animation production method according to one embodiment of the present invention.

[0070] FIG. 12 is a flowchart of the process of saving animation items of a 3D graphics engine-based animation library in an animation production method according to one embodiment of the present invention.

[0071] FIG. 13 is a diagram showing the selection of targets applied in different panels in an animation production method according to an embodiment of the present invention.

[0072] FIG. 14 is a flowchart of the operation of a key application module in an animation production method according to one embodiment of the present invention.

[0073] FIG. 15 is a diagram illustrating the operation of storing and applying control rig keys to an animation library in an animation production method according to an embodiment of the present invention.

[0074] FIG. 16 is a drawing showing how a saved pose is mixed with a basic pose at a gradual intensity ratio in an animation production method according to one embodiment of the present invention.

[0075] FIG. 17 is a diagram illustrating the operation of supporting application patterns of various animation keys in an animation production method according to an embodiment of the present invention.

[0076] FIGS. 18 and 19 are drawings showing the structure of a database that establishes relationships to a planar item model in an animation production device according to an embodiment of the present invention.

[0077] FIG. 20 is a diagram showing another example structure of a database that establishes a relationship to a flat item model in an animation production device according to one embodiment of the present invention.

[0078] FIG. 21 is a diagram showing an example of specifying an FFmpeg executable file in the environment settings of an animation production device according to an embodiment of the present invention and an example of a database reconstruction function.

[0079] FIGS. 22 and 23 are drawings illustrating an example of an item information indexing process using multi-threading in an animation production method according to an embodiment of the present invention.

[0080] FIGS. 24 and 25 are drawings illustrating examples of item size adjustment operations in an animation production method according to an embodiment of the present invention.

[0081] FIG. 26 is a configuration diagram of an animation production device using an animation library according to one embodiment of the present invention.

[0082] The present invention is capable of various modifications and may have various embodiments; specific embodiments are illustrated in the drawings and described in detail in the detailed description. However, this is not intended to limit the present invention to specific embodiments, and it should be understood that it includes all modifications, equivalents, and substitutions that fall within the technical spirit and scope of the present invention. In describing the present invention, detailed descriptions of related prior art are omitted if it is determined that such detailed descriptions may obscure the essence of the present invention.

[0083] Terms such as "first," "second," etc., may be used to describe various components, but the components are not limited by these terms. The terms are used solely for the purpose of distinguishing one component from another.

[0084] The terms used in this invention are used merely to describe specific embodiments and are not intended to limit the invention. While the terms used in this invention have been selected to be as widely used as possible in consideration of their functions within the invention, they may vary depending on the intent of those skilled in the art, case law, or the emergence of new technologies. Furthermore, in specific cases, terms have been arbitrarily selected by the applicant, and in such cases, their meanings will be described in detail in the relevant description of the invention. Therefore, the terms used in this invention should be defined not merely by their names, but based on their meanings and the overall content of the invention.

[0085] A singular expression includes a plural expression unless the context clearly indicates otherwise. In the present invention, terms such as "comprising" or "having" are intended to specify the existence of the features, numbers, steps, actions, components, parts, or combinations thereof described in the specification, and should be understood as not precluding the existence or addition of one or more other features, numbers, steps, actions, components, parts, or combinations thereof.

[0086] [Explanation of the symbol]

[0087] 100: Animation Production Device

[0088] 110: Modeling Process

[0089] 120: Rigging Process

[0090] 130: Look-Depth Process

[0091] 140: Animation Process

[0092] 150: Visual FX Process

[0093] 160: Lighting Process

[0094] 170: Rendering process

[0095] 180: Compositizing Process

[0096] 210: Animation Library

[0097] 220: Control League API

[0098] 230: Sequencer API

[0099] 240: Key storage module

[0100] 250: Database

[0101] 260: Key Application Module

[0102] 310: I / O module

[0103] 320: Memory

[0104] 330: Processor

[0105] 340: Database

[0106] 350: Communication module

[0107] Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. In describing with reference to the accompanying drawings, identical or corresponding components are given the same reference numerals, and redundant descriptions thereof will be omitted.

[0108] FIG. 1 is a diagram showing an animation production process using an animation library according to one embodiment of the present invention.

[0109] As illustrated in FIG. 1, an animation production device (100) performs an animation production process using an animation library. FIG. 1 illustrates each process for an animation production process using an animation library. An animation production device (100) according to one embodiment of the present invention performs a Modeling / UV process (110), a Rigging process (120), a Look Dev. process (130), an Animation process (140), a Visual FX process (150), a Lighting process (160), a Rendering process (170), and a Compositing process (180).

[0110] Here, the animation production device (100) can share or reuse animation data in the 3D animation content production process using a 3D graphics engine-based animation library through the animation process (140).

[0111] FIG. 2 is a flowchart illustrating a method for producing animation using an animation library according to an embodiment of the present invention.

[0112] An animation production method using an animation library according to one embodiment of the present invention is performed by an animation production device (100).

[0113] In step S110, the animation production device (100) performs a modeling step. The animation production device (100) creates a three-dimensional model that appears in the animation in three-dimensional space.

[0114] In step S120, the animation production device (100) performs a rigging step. The animation production device (100) riggs the 3D model by connecting a skeleton or structure to the generated 3D model so that the 3D model can move.

[0115] In step S130, the animation production device (100) performs a look-deb step. The animation production device (100) creates a visual style of the 3D model by applying at least one of lighting, shading, color, pattern, and texture to the 3D model.

[0116] In step S140, the animation production device (100) performs an animation step. The animation production device (100) adds movement to the rigged 3D model to create a scene in which the 3D model moves.

[0117] Herein, at step S141, the animation production device (100) further includes an animation library setting step of setting pose data or animation data of a 3D model using an animation library based on a 3D graphics engine (e.g., Unreal Engine, Unity Engine, etc.).

[0118] In step S150, the animation production device (100) performs a lighting step. The animation production device (100) sets the light in the scene where the 3D model moves.

[0119] In step S160, the animation production device (100) performs a visual effect step. The animation production device (100) generates a special effect pre-set for the moving scene in a digital environment.

[0120] In step S170, the animation production device (100) performs a rendering step. The animation production device (100) combines all elements from the modeling step, rigging step, lookde step, animation step, lighting step and visual effect step and outputs them as an image or video file.

[0121] In step S180, the animation production device (100) performs a compositing step. The animation production device (100) combines multiple render passes and visual effects generated in the previous step of the rendering step to produce a final image.

[0122] FIG. 3 is an example drawing for explaining the modeling step in an animation production method according to one embodiment of the present invention.

[0123] As illustrated in FIG. 3, an animation production device (100) according to one embodiment of the present invention performs a modeling step.

[0124] The animation production device (100) performs the task of shaping all characters, environments, props, etc. that appear in the animation in a three-dimensional space.

[0125] The animation production device (100) performs the step of creating a basic three-dimensional model. The animation production device (100) creates approximate proportions and shapes using common geometric shapes (e.g., cube, cylinder, sphere, etc.).

[0126] The animation production device (100) grasps the overall structure and proportions of the 3D model and outlines the model. The animation production device (100) can work on the 3D model only in a rough form and not in a precise manner during the modeling stage.

[0127] The animation production device (100) adds detailed features to a three-dimensional model, bringing to life the specific shape and characteristics of the human body or object. In this process, the animation production device (100) can add detailed surface textures, muscles, facial expressions, etc.

[0128] The animation production device (100) can make detailed adjustments to create an accurate and sophisticated shape of the final three-dimensional model. For example, the animation production device (100) can model the character's face, clothing, equipment, etc. in detail.

[0129] The animation production device (100) enables the character to move naturally through a topology process that optimizes the polygon (surface) structure so that animation can be easily applied to the 3D model.

[0130] FIG. 4 is an example drawing for explaining the rigging step in an animation production method according to one embodiment of the present invention.

[0131] As illustrated in FIG. 4, an animation production device (100) according to one embodiment of the present invention performs a rigging step.

[0132] Here, the rigging stage is the process of making a 3D model "movable," which means the process of creating a "skeleton" or "structure" in the 3D model to enable animation.

[0133] The animation production device (100) enables animation through a skeleton and a rig created during the rigging stage. Rigging is a process of making a 3D model "movable," which allows a 3D character or object to move and deform naturally. The animation production device (100) can perform precise work because if the rigging is incorrect, the model may be distorted or show unrealistic movements in the animation.

[0134] FIG. 5 is an example drawing for explaining the lookdeb step in an animation production method according to one embodiment of the present invention.

[0135] As illustrated in FIG. 5, an animation production device (100) according to one embodiment of the present invention performs a Look Development step.

[0136] The animation production device (100) applies lighting to a 3D model and performs a look-down step by setting the reflectivity, transparency, refraction, etc. of the surface. Here, shading can determine how the 3D model receives light and how it reflects it.

[0137] The animation production device (100) can make the appearance of a 3D model look realistic. The animation production device (100) can enhance realism by adjusting effects such as the surface sparkling or shadows being created by light.

[0138] The animation production device (100) can perform the process of applying color and texture to the model. The texture can be applied to the model in the form of a 2D image to represent the surface texture, color, pattern, etc.

[0139] UV mapping is a crucial process in 3D modeling, involving the task of unfolding the surface of a 3D model onto a 2D plane to enable the application of textures. Simply put, it can be described as the process of "unfolding" a "surface" in 3D space into a 2D image space. This process is essential primarily for texturing and detailing, playing a key role in adding realistic details to the model.

[0140] The animation production device (100) can apply textures to make the model look realistic, thereby enabling detailed implementation of the surface texture of the character or environment. For example, the animation production device (100) can apply textures such as skin, clothes, wood, and walls.

[0141] FIG. 6 is an example drawing for explaining the animation step in an animation production method according to one embodiment of the present invention.

[0142] As illustrated in FIG. 6, an animation production device (100) according to one embodiment of the present invention performs an animation step.

[0143] The animation stage is one of the most important stages in the 3D animation production process, and it is the process of creating scenes in which characters and objects move vividly. In this stage, the animation production device (100) adds movement to all rigged models and can create movements that are expressive and emotional. Animation is mainly implemented using two main methods: keyframe animation and motion capture. Through this, the animation production device (100) can give 3D models realistic and natural movements.

[0144] The animation stage is an important task in 3D animation production that gives life to characters and objects. In the animation stage, the animation production device (100) can set major movements through keyframe animation and add natural movements using motion capture. Additionally, the animation production device (100) can define major movements through blockout and, through fine-tuning and polishing, finally complete a smooth and realistic animation. All of these processes require meticulous work to control the details of timing, emotions, and movements, and are important stages that determine the quality and effect of the entire animation.

[0145] FIG. 7 is an example drawing for explaining the lighting step in an animation production method according to one embodiment of the present invention.

[0146] As illustrated in FIG. 7, an animation production device (100) according to one embodiment of the present invention performs a lighting step.

[0147] The lighting stage plays a crucial role in 3D animation production, involving the setting of light within a scene to impart a final atmosphere, emotion, and sense of realism. Lighting significantly influences the visual quality of an animation and allows for direction that reflects the physical characteristics of the real world while matching the visual style of the work.

[0148] The lighting stage is an important process in setting the mood and emotion of a scene in 3D animation. An animation production device (100) can utilize various lighting techniques, such as key light, fill light, and back light, to emphasize the timing, emotion, and depth of each scene, and to maximize visual effects through contrast and color tones created by light and shadow. The lighting stage can play an important role in defining the style of the animation and enhancing the overall sense of immersion.

[0149] And an animation production device (100) according to one embodiment of the present invention performs a visual effect step.

[0150] The Visual Effects (VFX) stage plays an important role in the 3D animation production process and is the work of digitally implementing various special effects that are difficult to realize in the real world.

[0151] Simulation, which is a core part of the visual effects stage, is the process of implementing specific effects in a digital environment based on physical laws. This may include water, smoke, explosions, fire, thunder, clouds, and destructive elements. The animation production device (100) can create very realistic movements through physical simulation using computer software in the visual effects stage.

[0152] The animation production device (100) can implement complex natural phenomena that cannot appear in the real world or movements that do not appear realistically in a virtual environment during the visual effect stage.

[0153] The visual effects stage is a crucial process for implementing realistic or imaginative special effects in 3D animation. It is a technical process that realistically reproduces natural phenomena, physical changes, and fantasy elements, enhancing audience immersion and improving the visual quality of the animation. This process includes simulation, particle systems, compositing, and post-processing.

[0154] And an animation production device (100) according to one embodiment of the present invention performs a rendering step.

[0155] Rendering is a crucial stage in 3D animation production where all elements—such as models, textures, lighting, and animation—are finally combined to produce a 2D image or video file. This process involves calculating all visual elements of a 3D scene on a computer and converting them into a final image, serving as a core task that determines the visual quality. Rendering is typically time-consuming and requires extensive calculations to achieve very high-quality results.

[0156] The animation production device (100) may include a process of converting a 3D scene into a 2D image or animation during the rendering stage. The animation production device (100) may generate realistic and detailed images by utilizing various rendering techniques such as ray tracing, scanline rendering, and path tracing during the rendering stage. In this process, it is important to properly balance rendering speed and quality through various tasks such as optimization and post-processing.

[0157] Afterwards, the animation production device (100) according to one embodiment of the present invention performs a compositing step.

[0158] The compositing stage is one of the final stages of 3D animation production, and is a process of synthesizing various visual elements to create a final image. The animation production device (100) can combine multiple render passes generated in previous stages, such as 3D modeling, texturing, lighting, animation, and rendering, in the compositing stage to ultimately enhance the visual completeness and add desired effects.

[0159] The compositing stage is closely related to video editing and visual effects (VFX), and the animation production device (100) can adjust the mood, color tone, lens effects, etc. of the scene mainly through post-processing. In this process, various visual elements are combined to create the final video, playing an important role.

[0160] The compositing stage is a post-processing step in 3D animation production, and is an important process that combines various render passes and visual effects to complete the final image. The animation production device (100) can establish the style and atmosphere of the final video through lens effects, color correction, visual effects, etc., during the compositing stage. The compositing stage can play an essential role in realistically realizing the 3D scene.

[0161] FIG. 8 is a diagram showing an animation library process in an animation production process using an animation library according to an embodiment of the present invention.

[0162] As illustrated in FIG. 8, an animation production process according to one embodiment of the present invention includes an animation library process (141). The animation library process (141) can set pose data or animation data of a 3D model using an animation library based on a 3D graphics engine.

[0163] FIG. 9 is a diagram showing the operation of a tool in an animation production method according to one embodiment of the present invention.

[0164] As illustrated in FIG. 9, an animation production device (100) according to one embodiment of the present invention can work with pose data or animation data using an animation library based on a 3D graphics engine.

[0165] Here, the Animation Library based on a 3D graphics engine is a tool designed to enable tasks such as saving, changing, and applying pose data or animation data using the control rig system of the 3D graphics engine. The control rig can move bones and meshes at once.

[0166] The control rig of the 3D graphics engine is a powerful tool for character animation that allows rigging and animation to be set up and manipulated in a node-based manner. Through this, the animation production device (100) can visually produce or adjust the character's pose, movement, expression, etc., without programming.

[0167] Here, in 3D graphics engines, a node refers to a functional unit block used in visual scripting or animation tasks. Simply put, a node is a small "component" that performs specific tasks or actions, and by connecting individual nodes, an overall operation or logic can be constructed.

[0168] FIG. 10 is a flowchart illustrating an animation process using an animation library in an animation production method according to an embodiment of the present invention.

[0169] In step S210, the animation production device (100) uploads control rig key data via the control rig API.

[0170] In step S220, the animation production device (100) analyzes and stores control rig key data of the user-selected section. Here, regarding the user-selected section, the library pose saving operation requires only the current time because it saves only a single frame, whereas animation saving requires a certain section.

[0171] Below, the detailed steps for step S220 will be explained.

[0172] In step S221, the animation production device (100) analyzes the track of the asset.

[0173] In step S222, the animation production device (100) stores key values ​​frame by frame. Here, the key values ​​may include the type of the channel, the interpolation mode of the key existing in the channel, and the actual value. The key values ​​may be stored in JSON format.

[0174] In step S223, the animation production device (100) performs a key reduction operation on the keys stored for each frame. Here, the key reduction operation refers to an operation where, when multiple keys exist in a single control rig track, if the values ​​of the keys are all the same, only the first key is kept and all the others are deleted. In this way, a channel with a constant value across the entire frame range is determined to be static.

[0175] In step S224, the animation production device (100) saves (exports) the key.

[0176] In step S225, the animation production device (100) selects a target selection method. For example, the animation production device (100) may select an Outliner, a Viewport, or a Sequencer as the target selection method.

[0177] In step S225, the animation production device (100) can analyze the stored key data.

[0178] In step S226, the animation production device (100) can reconfigure the key in the sequencer. Here, the animation production device (100) can analyze the stored key through the Key Exporter module and generate the key in the sequencer through the Key Importer module.

[0179] FIG. 11 is a diagram showing a portion of control rig data stored in an animation production method according to one embodiment of the present invention.

[0180] A control rig-based handle refers to a function that controls the movement (e.g., pose, animation, etc.) of a character or object using a control rig system of a 3D graphics engine. An animation production device (100) can provide the user with a type of interface or workflow that can create and modify poses based on the character's skeleton and manipulate animation data.

[0181] Here, we will explain the key concepts of control rig-based handles.

[0182] To explain Handles, they are manipulation points that allow direct control of specific parts of a character or object. For example, Handles represent the ability to select joint areas, such as a character's hands, feet, or head, to adjust their position or rotation.

[0183] To explain node-based operation, the control rig system uses nodes to control movement or animation. For example, an animation production device (100) can define an action such as "moving hand position to this point" as a node and connect it with other nodes to create an animation.

[0184] To explain the role of the handle, the handle can not only move the character's joints (e.g., elbows, knees) but also help to easily create complex poses. The animation production device (100) can produce precise animations by combining multiple handles.

[0185] To explain the frame-unit control operation, the animation production device (100) can set the position, rotation, scale (size), etc. of a corresponding part in a specific frame through a handle. The set data can be saved as a key and recorded on an animation track.

[0186] The advantages of a control rig-based handle are as follows.

[0187] The animation production device (100) can perform intuitive control operations through a control rig-based handle. Since the animation production device (100) sets movements by directly manipulating the joints or bones of a character, it can work visually and intuitively.

[0188] The animation production device (100) can perform real-time editing operations through a control rig-based handle. The animation production device (100) can check the results immediately while editing the animation in real time.

[0189] The animation production device (100) can be reused through a control rig-based handle. The animation production device (100) can reuse the set handle and rigging data for other characters or animation work.

[0190] The animation production device (100) can produce precise animations through a control rig-based handle. The animation production device (100) allows for fine adjustments through the handle and can easily produce complex movements.

[0191] Meanwhile, the animation production device (100) can select and save control rig data based on handles using an animation library based on a 3D graphics engine. The animation production device (100) can select a handle of a specific part and save key data (position, rotation, etc.) of the handle in JSON format.

[0192] The animation production device (100) can perform save (Export) and apply (Import) operations based on handle data. The animation production device (100) can reconstruct animation data or replace it with new animation data.

[0193] The animation production device (100) can manage interactions between handles. The animation production device (100) can implement natural poses and movements by linking the movements of multiple handles.

[0194] For example, to describe the action of raising a hand, the animation production device (100) can sequentially perform the action of selecting a "hand handle," the action of moving the position upward, and the action of saving it as a key in a specific frame.

[0195] As another example, to describe the action of moving the foot to a target point, the animation production device (100) can sequentially perform the action of setting the movement to a specific position using a "foot handle," and the action of the control rig automatically calculating the remaining joints (e.g., legs, knees, etc.).

[0196] As such, control rig-based handles are a key tool that enables character animation work to be performed efficiently and intuitively in 3D graphics engines.

[0197] Below, we will explain the control league data handle in detail.

[0198] An animation production device (100) according to one embodiment of the present invention can perform operations such as saving and loading by analyzing control rig key data of a user-selected section using a control rig API and a Sequencer Scripting API, which are the latest animation data handle models of a 3D graphics engine. An animation production device (100) according to one embodiment of the present invention may include a key exporter module and a key importer module related to key saving and loading.

[0199] Here, control rig key data represents data that stores values ​​set at specific times (e.g., frames, etc.) in character animation and the method of calculating those values ​​(e.g., interpolation). Control rig key data can be used primarily in animation work related to sequencers of 3D graphics engines.

[0200] The components of control rig key data may include frame number, value, interpolation mode, property, and data storage method. The components of control rig key data will be described below.

[0201] First, the frame number represents the time (e.g., frame, etc.) at which a key is set on the animation timeline. For example, the frame number may include frame 0, frame 10, etc.

[0202] The Value is the value of the attribute set in the corresponding frame. For example, the Value may include position (X, Y, Z), rotation (Quaternion), scale, etc.

[0203] Interpolation Mode indicates the method of calculating values ​​between keyframes. The following modes are typically available. For example, Constant mode indicates that the value does not change until the next keyframe. Linear mode indicates that the value between two keyframes is interpolated linearly. Cubic mode indicates that the value between two keyframes is interpolated curvedly to create smooth motion.

[0204] A property represents an attribute corresponding to a specific control handle in the control rig. For example, a property can represent the root position, arm rotation, hand position, etc.

[0205] The data is stored in a structured format such as JSON and can be represented as follows. For example, if you copy the code, it can be represented as {"channelName": "Root_Ctrl.Location.X", "frameNumbers": [0, 10, 20], "values": [-273.5, -150.0, 100.0], "interpModes": ["RCIM_CONSTANT", "RCIM_LINEAR", "RCIM_CUBIC"]}.

[0206] Meanwhile, the role of the control league key data is explained as follows.

[0207] The animation production device (100) can generate animations using control rig key data. The animation production device (100) can set the movement, position, rotation, etc. of a character at a specific time using control rig key data, and generate animations based on this.

[0208] The animation production device (100) can be controlled based on time using control rig key data. The animation production device (100) can calculate data based on each keyframe using control rig key data and interpolate so that the motion changes naturally over time.

[0209] The animation production device (100) can perform data adjustment and optimization operations using control rig key data. The animation production device (100) can reduce data size and optimize performance by removing unnecessary keys or leaving only important keys using control rig key data.

[0210] I will explain data examples for actual use.

[0211] The animation production device (100) can set the X-axis position of the character as follows. The animation production device (100) can set the 0 frame: -273.5, the 10 frame: -150.0, the 20 frame: 100.0, and the interpolation mode: Linear. Also, the animation production device (100) can set the data saving method to JSON format. When copying the code, it can be represented as { "channelName": "Root_Ctrl.Location.X", "frameNumbers": [0, 10, 20], "values": [-273.5, -150.0, 100.0], "interpModes": ["RCIM_LINEAR", "RCIM_LINEAR", "RCIM_LINEAR"]}.

[0212] The animation production device (100) can efficiently control animation and cinematic work through keyframe information using control rig key data.

[0213] Meanwhile, the animation production device (100) can analyze the stored key through the key storage module. The key storage (Key Exporter) module analyzes the track of the asset bound to the sequencer and stores the key value frame by frame.

[0214] The key storage module can access "channels," which are the lowest elements constituting a sequencer track, and store the channel type, the interpolation mode of the keys existing in the channel, and the actual values ​​in JSON format.

[0215] The key storage module can store data after performing key reduction operations, such as recording only the minimum amount of data for static channels, considering the conciseness of key data and import performance.

[0216] Here, regarding tracks, in 3D graphics engines, a track is a concept used in a sequencer and refers to a data layer on a timeline that controls and animates the attributes (e.g., position, rotation, scale, etc.) or actions (e.g., events, sounds, etc.) of a specific object over time.

[0217] The components of a track may include channels and keys.

[0218] A channel is a sub-element of a track that stores specific data (frame-by-frame values, interpolation methods, etc.). For example, a position track may include channels corresponding to X, Y, and Z coordinates, respectively.

[0219] A Key is a value defined at a specific time (e.g., a frame) in a track. The track can create an animation based on the values ​​of these Keys. For example, an animation creation device (100) can create an animation by interpolating between two Keys when X=0 at frame 0 and X=100 at frame 10.

[0220] In this way, the control rig data handle can represent animation data handling operations in a 3D graphics engine. This is because animation data in a 3D graphics engine is control rig data. The animation production device (100) can perform storage and reuse functions by extending such storage and application operations from an animation library. This can primarily highlight efficiency in collaboration. There is a high probability of human error occurring while the user directly copies keys in the sequencer of a 3D graphics engine, and there are many commands that the user must input. The animation production device (100) can reduce such human errors and reduce user input.

[0221] FIG. 12 is a flowchart of the process of saving animation items of a 3D graphics engine-based animation library in an animation production method according to one embodiment of the present invention.

[0222] In step S311, the animation production device (100) inputs a screen shot into the animation library (210) in response to a user request.

[0223] In step S312, the animation production device (100) requests shot rendering from the animation library (210) via the sequencer API (230).

[0224] In step S313, the animation production device (100) receives a thumbnail / GIF file from the sequencer API (230) into the animation library (210).

[0225] In step S314, the animation production device (100) is requested to perform an animation saving operation.

[0226] In step S315, the animation production device (100) requests key analysis from the animation library (210) via the control rig API (220).

[0227] In step S316, the animation production device (100) receives key analysis results from the animation library (210) from the control rig API (220).

[0228] In step S317, the animation production device (100) performs static key filtering and reduction operations in the animation library (210).

[0229] In step S318, the animation production device (100) requests key storage from the animation library (210) to the key storage (Exporter) module.

[0230] In step S318, the animation production device (100) stores the key in JSON format in the key storage (Exporter) module.

[0231] In step S320, the animation production device (100) receives the key storage result in the animation library (210) from the key storage (Exporter) module (240).

[0232] In step S321, the animation production device (100) creates an item using the key storage result.

[0233] In step S322, the animation production device (100) records the generated items, etc., in the database (250).

[0234] In step S323, the animation production device (100) receives a success result for an item record from the database (250).

[0235] In step S324, the animation production device (100) displays items recorded in the database (250) to the user.

[0236] FIG. 13 is a diagram showing the selection of targets applied in different panels in an animation production method according to an embodiment of the present invention.

[0237] The animation production device (100) can analyze the stored key data through the Key Exporter module and reconstruct the key in the sequencer through the Key Importer module. The animation production device (100) can increase convenience by supporting selection methods in various panels, such as the Outliner, Viewport, and Sequencer, for selecting a target for key application.

[0238] The animation production device (100) can provide an outliner, a viewport, a sequencer, etc., as shown in FIG. 13.

[0239] The animation production device (100) can hierarchically manage and select actors included in the outliner level.

[0240] The animation production device (100) can provide editing of levels and objects and real-time rendering in a three-dimensional workspace through a viewport.

[0241] The animation production device (100) can provide a window for timeline tools for animation and cinematic production through a sequencer.

[0242] FIG. 14 is a flowchart of the operation of a key application module in an animation production method according to one embodiment of the present invention.

[0243] In step S411, an animation production device (100) according to one embodiment of the present invention inputs animation data into an animation library (210) in response to a user request.

[0244] In step S412, the animation production device (100) requests the loading of item information from the animation library (210) to the database (250).

[0245] In step S413, the animation production device (100) transmits item information from the database (250) to the Key Importer module (260).

[0246] In step S414, the animation production device (100) loads an animation key from the Key Importer module (260).

[0247] In step S415, the animation production device (100) applies a key to the animation library (210) from the Key Importer module (260).

[0248] In step S416, the animation production device (100) requests a key setting from the animation library (210) via the sequencer API (230).

[0249] In step S417, the animation production device (100) can provide the set key to the user.

[0250] In this way, the animation production device (100) can interpret the keys of the control rig of the 3D graphics engine and perform functions (data handles) such as saving operations and applying operations through the key saving (Exporter) module (240) and the key applying (Importer) module (260). Here, when the animation production device (100) applies the applied operation, that is, when the key applying (Importer) module (260) applies the stored keys, it can select patterns such as <overwriting>, <inserting between existing keys>, etc. That is, <various animation key application patterns> can be included in the key applying (Key Importer) module of the <control rig data handle>.

[0251] FIG. 15 is a diagram illustrating the operation of storing and applying control rig keys in an animation library (210) in an animation production method according to one embodiment of the present invention.

[0252] As shown in FIG. 15, the Control Rig Anim Key is stored in the animation library (210).

[0253] Then, the Key Exporter module (240) receives animation items from the animation library (210) and stores the animation items in the database (250) in JSON format.

[0254] The Key Importer module (260) applies control rig keys associated with animation items from the animation library (210) to the control rig through a key import operation.

[0255] FIG. 16 is a drawing showing how a saved pose is mixed with a basic pose at a gradual intensity ratio in an animation production method according to one embodiment of the present invention.

[0256] As illustrated in FIG. 16, an animation production device (100) according to one embodiment of the present invention can perform a pose blend operation.

[0257] As an example, the animation production device (100) can mix a new pose with an existing pose by a value selected by the user from a range of 1 to 100 percent.

[0258] Here, the value selected by the user can be designed to be registered in the application session as soon as the item is selected, and to be released from the session when the item is left.

[0259] By doing so, the animation production device (100) can quickly support the user in starting key animation work by testing the intensity of the pose to be applied.

[0260] FIG. 17 is a diagram illustrating the operation of supporting application patterns of various animation keys in an animation production method according to an embodiment of the present invention.

[0261] As illustrated in FIG. 17, an animation production device (100) according to one embodiment of the present invention can provide a user with various application patterns of animation keys. The animation production device (100) can support various application patterns when recalling saved keys according to the preference of an animator, that is, a user.

[0262] For example, the animation production device (100) can provide the user with various patterns such as a merge operation, a replace operation, a replace all operation, and an insert operation.

[0263] To explain the merge operation, when a new key is imported, the animation production device (100) performs an overwrite operation if the key already exists in the frame of the section selected by the user. On the other hand, the animation production device (100) can input a value if the key does not exist in the frame of the section selected by the user.

[0264] To explain the replace operation, the animation production device (100) can replace only the frames of the section selected by the user with a new key.

[0265] To explain the Replace All operation, the animation production device (100) can replace the keys of the entire frame section with the newly applied keys.

[0266] To explain the insert operation, the animation production device (100) can push back the key of the section selected by the user and insert a newly applied key.

[0267] FIGS. 18 and 19 are drawings showing the structure of a database that establishes relationships to a planar item model in an animation production device according to an embodiment of the present invention.

[0268] An animation production device (100) according to one embodiment of the present invention may include a flat file system database.

[0269] In order to faithfully perform the animation library function in an animation production method according to one embodiment of the present invention, a Model-View-Controller (MVC) architecture pattern may be used. In an animation production device (100), the database construction to be a model at runtime may be operated by flattening actual item data stored in a tree structure in a file system into a one-dimensional JSON file.

[0270] Here, the reason the file system itself is not databased when the animation library starts is that if the library root folder and its subfolders were searched within the file system to display to the user, it would take too long for items to be actually drawn and shown to the user. Due to its nature, the file system tree structure consists of parent-child relationships.

[0271] The animation production device (100) specifies the relationship for each item in the planar model so that it can take on a tree structure at runtime.

[0272] Figures 18 and 19 show a flat file system database constructed in JSON format and an item Entity Relationship Diagram of each item in the modeled database.

[0273] The flat file system database forms Parent FolderItems and Child FolderItems, as well as AnimItems and PoseItems.

[0274] In the parent structure, the Parent FolderItem is formed as a superclass.

[0275] In the substructure, the Child FolderItem is formed as a subclass connected to the Parent FolderItem through a parent-child folder relationship.

[0276] AnimItem and PoseItem are formed as subclasses of the child folder item.

[0277] All classes can share fields such as category, name, modification, folder, type, and class.

[0278] The animation production device (100) can systematically manage animation or pose-related data through this structure.

[0279] FIG. 20 is a diagram showing another example structure of a database that establishes a relationship to a flat item model in an animation production device according to one embodiment of the present invention.

[0280] To explain an example of a database in which relationships are established in the flat item model illustrated in Fig. 20, "Run" and "Smile" subfolders are formed inside the "GoodHeart" folder in the folder hierarchy, and the "Motion" folder can be formed as a top-level folder like "GoodHeart".

[0281] Each folder's attributes may include "category": specifying the folder's attributes ("library" or "GoodHeart"), "name": folder name ("GoodHeart", "Run", "Smile", "Motion"), "modified": last modified timestamp, "path": relative path to the folder, "folder": parent folder information, "type": displayed as "Folder", "movie": currently set to null, and __class__: "FolderItem" (a class representing a folder item in the database).

[0282] Here, each folder maintains a relationship with its parent folder through the "folder" attribute and can track paths between folders using the "path" attribute. It has a database structure where the hierarchy is set up in a manner such as "GoodHeart" → "Run", "Smile".

[0283] In this way, the animation production device (100) can build a flat model that operates in a file system and operate it by creating a database.

[0284] Here, the animation production device (100) can manage the database-based model at runtime by specifying relationships for each item attribute to represent a file system-specific tree structure.

[0285] A flat file system database is suitable for nested folder tree formats such as folder-folder-folder-item and can be formed to respond to the addition, modification, or deletion of items.

[0286] FIG. 21 is a diagram showing an example of specifying an FFmpeg executable file in the environment settings of an animation production device according to an embodiment of the present invention and an example of a database reconstruction function.

[0287] As illustrated in FIG. 21, an animation production device (100) according to one embodiment of the present invention can provide a database rebuild function to the user.

[0288] When it is difficult to build a model from a database due to a record error in the file system database, the animation production device (100) can provide the user with the function of rebuilding the database from items stored in the actual file system.

[0289] Meanwhile, the animation production device (100) can provide the user with various patterns of previews. The animation production device (100) can support two methods for an item: video preview and thumbnail preview.

[0290] Here, to provide a video preview, the animation production device (100) can render a section selected by the user during key export, and then convert it into a GIF image through an FFmpeg executable specified in the environment settings to create a thumbnail.

[0291] The animation production device (100) can provide an intuitive UX to the user. The animation production device (100) can enhance intuitiveness by allowing the user to control item size and item spacing using a combination of a mouse and a keyboard.

[0292] FIGS. 22 and 23 are drawings illustrating an example of an item information indexing process using multi-threading in an animation production method according to an embodiment of the present invention.

[0293] Figure 22 illustrates an item display process through a relatively fast “loading” process, and Figure 23 illustrates an item indexing process by a user while thumbnail loading is performed in multi-threaded mode.

[0294] An animation production device (100) according to one embodiment of the present invention uses multi-threading while expressing item information, so that the user's desired input is not interfered with even during the process of indexing item information.

[0295] The existence of the item itself is recorded in db.json, so the initial loading of the item can be done very quickly. The animation production device (100) can load the item's thumbnail image using multi-threading and display it on the item first. Here, if the item's thumbnail is to be loaded at startup, the startup time of the animation library may take that long. Therefore, the animation production device (100) can support the user to access the desired item even while the thumbnail is being loaded by proceeding with thumbnail loading later using multi-threading after undergoing a relatively fast “loading” process. The animation production device (100) can also retrieve thumbnail information as quickly as possible by operating multiple threads. The thumbnail information display can allow the user to estimate the completion time through a progress indicator.

[0296] FIGS. 24 and 25 are drawings illustrating examples of item size adjustment operations in an animation production method according to an embodiment of the present invention.

[0297] As illustrated in FIGS. 24 and 25, an animation production device (100) according to one embodiment of the present invention may provide a shortcut key for adjusting item size to the user. Through this shortcut key, the user can adjust the item size with minimal input.

[0298] An animation production device (100) according to one embodiment of the present invention can display items to the user by easily adjusting the size of the items using a shortcut key (e.g., Ctrl, Alt, Mouse Wheel, etc.) entered by the user, without using a slide widget for adjusting the item size.

[0299] FIG. 26 is a configuration diagram of an animation production device using an animation library according to one embodiment of the present invention.

[0300] As illustrated in FIG. 26, an animation production device (100) using an animation library according to one embodiment of the present invention includes an input / output module (310), a memory (320), and a processor (330). However, not all of the illustrated components are essential components. An animation production device (100) may be implemented with more components than illustrated, or with fewer components.

[0301] Below, the specific configuration and operation of each component of the animation production device (100) of FIG. 26 will be described.

[0302] The input / output module (310) can provide an input / output interface with a user. The input / output module (310) may include a user interface capable of receiving data related to the animation production process or providing information. The input / output module (310) may form a layered structure with a keyboard, mouse, or touch sensor, or be formed as an integral unit. The input / output module (310) can provide an input interface between the animation production device (100) and the user, and at the same time, provide an output interface between the animation production device (100) and the user.

[0303] The memory (320) stores one or more programs related to animation production methods. The memory (320) can store data that supports various functions of the animation production device (100). The memory (320) can store one or more programs running on the animation production device (100), multiple application programs or applications, data for the operation of the animation production device (100), and instructions. At least some of these applications may be downloaded from an external server via wireless communication. Additionally, at least some of these applications may exist for the basic functions of the animation production device (100). Meanwhile, the applications may be stored in the memory (320), installed on the animation production device (100), and driven by the processor (330) to perform the operation (or function) of the animation production device (100).

[0304] The processor (330) executes one or more programs stored in memory (320). In addition to operations related to the application, the processor (330) can typically control the overall operation of the animation production device (100). The processor (330) can provide or process information or functions related to animation production methods to the user by processing signals, data, or information, etc., that are input or output through the components described above, or by running the application stored in memory (320).

[0305] The processor (330) creates a 3D model appearing in an animation in a 3D space, riggs the 3D model by connecting a skeleton or structure to the created 3D model to enable movement of the 3D model, creates a visual style of the 3D model by applying at least one of lighting, shading, color, pattern, and texture to the 3D model, creates a scene in which the 3D model moves by adding movement to the rigged 3D model, sets the light within the scene in which the 3D model moves, creates a special effect pre-set in the scene in which the 3D model moves in a digital environment, combines all elements from the previous operation performed by the processor (330) to output as an image or video file, creates a final image by combining multiple render passes and visual effects created in the previous step of the output stage, and sets pose data or animation data of the 3D model using an animation library based on a 3D graphics engine.

[0306] According to the embodiments, the processor (330) can analyze control league key data of a user-selected section using an animation data handle module of a 3D graphics engine.

[0307] According to the embodiments, the processor (330) can analyze the track of an asset bound to the sequencer through the key storage (Exporter) module and store the key value frame by frame.

[0308] According to embodiments, the processor (330) can perform filtering and key reduction operations on a key that is a static channel having the same key value in a key stored per frame.

[0309] According to the embodiments, the processor (330) can analyze the stored key data through the key importer module and reconstruct the key in the sequencer through at least one panel.

[0310] According to the embodiments, the processor (330) can apply at least one import pattern to the animation key according to the range selected by the user.

[0311] According to the embodiments, the processor (330) can blend a new pose and a previously stored pose, but can blend by varying the intensity of the pose being blended.

[0312] According to the embodiments, the processor (330) can support two methods for an item: video preview and thumbnail preview.

[0313] According to the embodiments, the processor (330) can control the item size and item spacing by controlling with a mouse or keyboard input.

[0314] According to embodiments, the animation production device (100) may further include a flat file system database (240) built with relationships established in a file item model. A processor (330) may operate the built flat file system database (340).

[0315] According to embodiments, the processor (330) can convert the hierarchical structure of the flat file system database (340) into a flat model and reconstruct the runtime tree structure by assigning parent-child relationship attributes to each item.

[0316] According to the embodiments, if the processor (330) is unable to build a model from the database (340) due to a record error in the flat file system database (340), the database can be reconstructed from items stored in the actual file system.

[0317] According to the embodiments, the processor (330) can use multi-threading to pre-display items and load item information through an item loading operation during the item indexing process.

[0318] According to the embodiments, the processor (330) can adjust the item size or spacing based on shortcut key input via a mouse or keyboard.

[0319] According to the embodiments, the processor (330) can increase compatibility with a 3D graphics engine by reinterpreting a key that allows input of external application data.

[0320] According to embodiments, the processor (330) can select a plurality of animation items from among the items registered in the animation library and provide blend options for the selected plurality of animation items. For example, the processor (330) can provide the user with a function that automatically connects walking and running motions, or running and walking motions.

[0321] In this way, an animation production device (100) according to one embodiment of the present invention can secure stability through user experience by utilizing an animation library based on a 3D graphics engine, and can utilize a flat file system database in addition to utilizing a conventional API. Furthermore, the animation production device (100) can provide a tool in the form of a complex architecture that configures an interface by fully utilizing the advantages of various external libraries.

[0322] In some embodiments, one embodiment of the present invention allows the input of external application data as well as animation data generated by a specific 3D graphics engine to reinterpret the keys, thereby maximizing compatibility with various 3D graphics engines and providing a richer library to the user.

[0323] In some embodiments, an animation production device (100) according to one embodiment of the present invention may further include a communication module (350). The communication module (350) may include one or more modules that enable communication between the animation production device (100) and an internal communication device, or between the animation production device (100) and an external device or an external server. Additionally, the communication module (350) may include one or more modules that connect the animation production device (100) to one or more networks.

[0324] Meanwhile, as a non-transient computer-readable storage medium for storing instructions that cause the processor (330) to execute a method when executed by the processor (330), the method comprises: a modeling step of creating a three-dimensional model appearing in an animation in a three-dimensional space; a rigging step of rigging the three-dimensional model by connecting a skeleton or structure to the created three-dimensional model to enable movement of the three-dimensional model; a look development step of creating a visual style of the three-dimensional model by applying at least one of lighting, shading, color, pattern, and texture to the three-dimensional model; an animation step of creating a scene in which the three-dimensional model moves by adding movement to the rigged three-dimensional model; a lighting step of setting light within the scene in which the three-dimensional model moves; and a visual effect step of creating a pre-set special effect in the scene in which the moving model moves in a digital environment. A non-transient computer-readable storage medium may be provided, comprising: a rendering step that combines all elements in the modeling step, the rigging step, the lookde step, the animation step, the lighting step, and the visual effect step to output an image or video file; and a compositing step that combines a plurality of render passes generated in the step prior to the rendering step with visual effects to generate a final image, wherein the animation step includes an animation library step that sets pose data or animation data of the 3D model using an animation library based on the 3D graphics engine.

[0325] Meanwhile, according to one embodiment of the present invention, the various embodiments described above may be implemented as software containing instructions stored in a machine-readable storage medium (e.g., computer). The machine may include an electronic device (e.g., electronic device (A)) according to the disclosed embodiments, which is a device capable of calling instructions stored from the storage medium and operating according to the called instructions. When the instructions are executed by the processor (330), the processor (330) may perform a function corresponding to the instructions using other components, either directly or under the control of the processor (330). The instructions may include code generated or executed by a compiler or an interpreter. The machine-readable storage medium may be provided in the form of a non-transitory storage medium. Here, "non-transitory" means only that the storage medium does not contain a signal and is tangible, and does not distinguish whether data is stored semi-permanently or temporarily in the storage medium.

[0326] Additionally, according to one embodiment of the present invention, the method according to the various embodiments described above may be provided as a computer program product. The computer program product may be traded between a seller and a buyer as a product. The computer program product may be distributed online in the form of a device-readable storage medium (e.g., compact disc read-only memory (CD-ROM)) or through an application store (e.g., Play Store™). In the case of online distribution, at least a portion of the computer program product may be temporarily stored or temporarily created in a storage medium such as the memory (320) of a manufacturer's server, an application store's server, or a relay server.

[0327] Additionally, according to one embodiment of the present invention, the various embodiments described above may be implemented in a recording medium readable by a computer or a similar device using software, hardware, or a combination thereof. In some cases, the embodiments described herein may be implemented in the processor (330) itself. According to a software implementation, embodiments such as the procedures and functions described herein may be implemented in separate software modules. Each of the software modules may perform one or more functions and operations described herein.

[0328] Meanwhile, computer instructions for performing processing operations of the device according to the various embodiments described above may be stored in a non-transitory computer-readable medium. When computer instructions stored in such a non-transitory computer-readable medium are executed by the processor (330) of the specific device, they cause the specific device to perform processing operations in the device according to the various embodiments described above. A non-transitory computer-readable medium refers to a medium that stores data semi-permanently and is readable by the device, rather than a medium that stores data for a short moment, such as a register, cache, or memory (320). Specific examples of a non-transitory computer-readable medium may include a CD, DVD, hard disk, Blu-ray disc, USB, memory (320) card, ROM, etc.

[0329] Additionally, each component (e.g., module or program) according to the various embodiments described above may be composed of a single or multiple entities, and some of the aforementioned sub-components may be omitted, or other sub-components may be further included in the various embodiments. Generally or additionally, some components (e.g., module or program) may be integrated into a single entity to perform the same or similar functions as those performed by each of the respective components prior to integration. The operations performed by the module, program, or other components according to the various embodiments may be executed sequentially, in parallel, iteratively, or heuristically, or at least some operations may be executed in a different order, omitted, or other operations added.

[0330] Although preferred embodiments of the present invention have been illustrated and described above, the present invention is not limited to the specific embodiments described above. Various modifications are possible by those skilled in the art without departing from the essence of the invention as claimed in the claims, and such modifications should not be understood individually from the technical spirit or perspective of the present invention.

Claims

In an animation production method performed by an animation production device, Modeling stage of creating a 3D model appearing in an animation in 3D space; A rigging step of rigging the 3D model by connecting a skeleton or structure to the generated 3D model to enable movement of the 3D model; A Look Development step of generating a visual style of the 3D model by applying at least one of lighting, shading, color, pattern, and texture to the 3D model; Animation step of adding movement to the rigged 3D model to generate a scene in which the 3D model moves; A lighting step for setting light within a scene in which the above 3D model moves; A visual effect step for generating pre-set special effects for the above-mentioned moving scene in a digital environment; A rendering step that combines all elements from the above modeling step, the above rigging step, the above lookdepth step, the above animation step, the above lighting step, and the above visual effects step to output as an image or video file; and It includes a compositing step that generates a final image by combining multiple render passes and visual effects generated in the step prior to the above rendering step, and A method for producing animation using an animation library, wherein the animation step includes an animation library step of setting pose data or animation data of the 3D model using an animation library based on a 3D graphics engine. In paragraph 1, The above animation step is, A method for producing animation using an animation library, which analyzes control league key data of a user-selected section using an animation data handle module of the above 3D graphics engine. In paragraph 1, The above animation step is, A method for producing animation using an animation library, which analyzes the tracks of assets bound to a sequencer through a key saving (Exporter) module and saves key values ​​frame by frame. In paragraph 1, The above animation step is, A method for producing animation using an animation library, which performs filtering and key reduction operations on static channel keys having the same key value from keys stored per frame. In paragraph 1, The above animation step is, A method for producing animation using an animation library, which analyzes stored key data through a key application (Importer) module and reconstructs the key in a sequencer through at least one panel. In paragraph 1, A method for producing animation using an animation library, further comprising the step of applying at least one import pattern to an animation key according to a section selected by the user. In paragraph 1, A method for producing animation using an animation library, further comprising a pose blend step that blends a new pose with a previously stored pose, wherein the intensity of the pose being blended is varied. In paragraph 1, A method for creating animations using an animation library, which further includes a step of supporting two methods for an item: video preview and thumbnail preview. In paragraph 1, A method for creating animations using an animation library, further comprising the step of adjusting item size and item spacing by controlling with mouse or keyboard input. In paragraph 1, A method for producing animation using an animation library, further comprising the step of constructing a flat file system database that establishes relationships to a file item model and operating the constructed flat file system database. In Paragraph 10, The step of operating the above-mentioned flat file system database is, A method for producing animation using an animation library, which converts the hierarchical structure of the above-mentioned flat file system database into a flat model and reconstructs the runtime tree structure by assigning parent-child relationship attributes to each item. In Paragraph 10, The step of operating the above-mentioned flat file system database is, A method for producing animation using an animation library, which further includes the step of reconstructing the database from items stored in the actual file system when a model cannot be built from the database due to a record error in the file system database. In paragraph 1, A method for producing animation using an animation library, which further includes a step of pre-displaying items and loading item information through an item loading operation during the item indexing process using multi-threading. In paragraph 1, A method for creating animations using an animation library, further comprising a step of adjusting item size or spacing based on shortcut key input via a mouse or keyboard. In paragraph 1, A method for producing animation using an animation library, further comprising the step of increasing compatibility with the 3D graphics engine by reinterpreting a key that allows input of external application data. An input / output module that provides an input / output interface with the user; Memory for storing one or more programs; and It includes a processor that executes one or more of the above-mentioned stored programs, and The above processor is, Create 3D models appearing in animation in 3D space, and Rigging the 3D model by connecting a skeleton or structure to the generated 3D model to enable movement of the 3D model, and A visual style of the 3D model is generated by applying at least one of lighting, shading, color, pattern, and texture to the 3D model, and By adding movement to the rigged 3D model, a scene is generated in which the 3D model moves, and Set the light within the scene where the above 3D model moves, and Generates pre-set special effects for the above moving scene in a digital environment, and Combine all elements from the previous operation performed by the above processor and output them as an image or video file, and A final image is generated by combining multiple render passes and visual effects created in the step prior to the output above, and An animation production device using an animation library that sets pose data or animation data of a 3D model using an animation library based on the above 3D graphics engine. In Paragraph 16, The above processor is, An animation production device using an animation library that analyzes control league key data of a user-selected section using an animation data handle module of the above-mentioned 3D graphics engine. In Paragraph 16, The above processor is, An animation production device using an animation library that analyzes the tracks of assets bound to a sequencer through a key saving (Exporter) module and saves key values ​​frame by frame. In Paragraph 16, The above processor is, An animation production device using an animation library that performs filtering and key reduction operations on static channel keys having the same key value from keys stored per frame. In Paragraph 16, The above processor is, An animation production device using an animation library that analyzes stored key data through a key application (Importer) module and reconstructs the key in a sequencer through at least one panel. In Paragraph 16, The above processor is, An animation production device using an animation library that applies at least one import pattern to an animation key according to a section selected by the user. In Paragraph 16, The above processor is, An animation production device using an animation library that blends a new pose with a stored pose, but with varying intensity of the pose being blended. In Paragraph 16, The above processor is, An animation production device using an animation library that supports two methods for an item: video preview and thumbnail preview. In Paragraph 16, The above processor is, An animation production device using an animation library that controls item size and item spacing via mouse or keyboard input. In Paragraph 16, An animation production device using an animation library, further comprising a flat file system database constructed with relationships established in a file item model, wherein the processor operates the constructed flat file system database. In paragraph 25, The above processor is, An animation production device using an animation library that converts the hierarchical structure of the above-mentioned flat file system database into a flat model and reconstructs a runtime tree structure by assigning parent-child relationship attributes to each item. In paragraph 25, The above processor is, An animation production device using an animation library that reconstructs a database from items stored in an actual file system when a model cannot be built from the database due to a record error in the above-mentioned planar file system database. In Paragraph 16, The above processor is, An animation production device using an animation library that uses multi-threading to display items in advance and load item information through an item loading operation during the item indexing process. In Paragraph 16, The above processor is, An animation creation device using an animation library that adjusts item size or spacing based on shortcut key input via mouse or keyboard. In Paragraph 16, The above processor is, An animation production device using an animation library that increases compatibility with the 3D graphics engine by reinterpreting a key that allows input of external application data. A non-transient computer-readable storage medium for storing instructions that, when executed by a processor, cause said processor to execute a method, said method comprises: Modeling stage of creating a 3D model appearing in an animation in 3D space; A rigging step of rigging the 3D model by connecting a skeleton or structure to the generated 3D model to enable movement of the 3D model; A Look Development step of generating a visual style of the 3D model by applying at least one of lighting, shading, color, pattern, and texture to the 3D model; Animation step of adding movement to the rigged 3D model to generate a scene in which the 3D model moves; A lighting step for setting light within a scene in which the above 3D model moves; A visual effect step for generating pre-set special effects for the above-mentioned moving scene in a digital environment; A rendering step that combines all elements from the above modeling step, the above rigging step, the above lookdepth step, the above animation step, the above lighting step, and the above visual effects step to output as an image or video file; and It includes a compositing step that generates a final image by combining multiple render passes and visual effects generated in the step prior to the above rendering step, and A non-transient computer-readable storage medium, wherein the animation step includes an animation library step of setting pose data or animation data of the 3D model using an animation library based on the 3D graphics engine.