• Title/Summary/Keyword: MAYA

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A Developing MAYA Plug-In for Data Backup Solution (MAYA 데이터 백업저장을 위한 플러그인 개발에 관한 연구)

  • Kim, Hag-Hee;Yun, Han-Kyung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.1 no.1
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    • pp.13-19
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    • 2008
  • This study considers the development of plug-in, which enables backup save using Maya SDK, API and MEL technologies. It also considers its realization in Maya program and the other various application programs. The various ways of backup save have been found by analyzing the difficulties of file management and storage when using many kinds of plug-in of Maya. An objective has been set as to increase the efficiency of the developer preventing the unintentional modification of the existing and overlapping file by using backup save plug-in. Based on a such objective, this study considers if a backup save is helpful to a graphic developer to use Maya program in more efficient way and if it improves the data maintenance. Currently, it can function as a backup save only within the Maya Program, but such plug-ins to be applied within various application programs are developed for giving more freedom to computer graphic designers.

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Guidelines for Virtual Clothes Modeling and Draping Software - Based on the Analysis of Maya Cloth - (가상의상 모델링 및 착장 소프트웨어를 위한 가이드라인)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
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    • v.44 no.2 s.216
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    • pp.127-135
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    • 2006
  • This paper suggests guidelines for virtual clothes modeling and draping software suitable for clothes designers. We first analyze Maya Cloth, which is widely used in game and animation fields, and which has been adopted by Pad System as a 3D cloth draping system. We then discuss what functions and procedures would improve Maya Cloth to assist designers in being able to create the clothes they have conceptualized. While Maya Cloth has many good functions and features forvirtual cloth modeling and draping, it treats input 2D patterns as approximat and it creates 3D clothes by considering other factors such as the 3D body model. As a result, it is hard for clothes designers to control the shape of the 3D clothes by changing 2D patterns. Furthermore, Maya Cloth does not handle seamlines satisfactorily. We suggest that the following new features should be added to Maya Cloth : respecting the input 2D patterns, handling seamlines, and controlling the shape of the clothes in 3D space.

Cinematic Time and Space in Maya Deren's Films: 'Artificial Reality' (마야 데렌의 영화적 시간과 공간: '인위적 리얼리티')

  • Huh, Eunhee
    • Journal of Korea Multimedia Society
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    • v.21 no.10
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    • pp.1211-1220
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    • 2018
  • Maya Deren is well known as the 'mother' of the American avant-garde films by her first short, Meshes of the Afternoon (1943). One of the major contributions of Maya Deren's theoretical body of work to the visibility was the invention of a new vocabulary for independent film-making such as 'film-poems', and 'choreo-cinema'. To create experimental film forms, she chose poetry, dance, architecture and music as a metaphor to describe her images. On the top of these arts, Maya uses camera works and editing system to achieve an 'artificial reality' whose character is miraculous in that living whole, in order to help the audience to experience a protagonist's psychological journey.

Development of Automatic Lip-sync MAYA Plug-in for 3D Characters (3D 캐릭터에서의 자동 립싱크 MAYA 플러그인 개발)

  • Lee, Sang-Woo;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.127-134
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    • 2018
  • In this paper, we have developed the Auto Lip-Sync Maya plug-in for extracting Korean phonemes from voice data and text information based on Korean and produce high quality 3D lip-sync animation using divided phonemes. In the developed system, phoneme separation was classified into 8 vowels and 13 consonants used in Korean, referring to 49 phonemes provided by Microsoft Speech API engine SAPI. In addition, the pronunciation of vowels and consonants has variety Mouth Shapes, but the same Viseme can be applied to some identical ones. Based on this, we have developed Auto Lip-sync Maya Plug-in based on Python to enable lip-sync animation to be implemented automatically at once.

The Design and Implementation of Automatic Converter of Maya Data And SEDRIS STF Data (Maya 데이터와 SEDRIS STF 데이타간의 자동변환기 설계 및 구현)

  • Yong Do, Her;Kwong-Hyung, Lee
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.141-150
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    • 2004
  • The method of reusing the environmental data which is previously modelled in modeling and simulation is very important. So, we need an environmental data representation and interchange mechanism which satisfies the requirements of sharing. The SEDRIS STF(SEDRIS Transmittal Format) provides environmental data users and producers with a clearly defined interchange specification. In this paper, We design and implement an automatic converter which converts commercial data(Maya) format to standard interchange format and vice verse without losing semantic of information content using SEDRIS standard interchange format.

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Skeleton Setup Techniques using Support Joint in MATA (MAYA에서 보조 조인트를 이용한 골격 셋업 기법)

  • Kim, nam-hong;Kim, ki-woong;Song, teuk-seob
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.899-902
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    • 2007
  • Maya is known as the best program in the 3D graphic. Currently maya program is used from movie and TV program production. In this paper, we study skeleton setup techniques using support joint. This techniques are useful generation and development of various behavior of human body.

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A Study on the Motion Base Control by Using Maya (Maya를 이용한 모션 베이스 컨트롤에 관한 연구)

  • Hong, Min-Sung;Kim, Joo-Chul
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.18 no.4
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    • pp.423-429
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    • 2009
  • The motion base to a film used in 4D cinema theaters or theme parks is different depending on the operator's control or hardware system and this causes inefficiency in management of the theater. There are several different simulation software on the present market, but these are difficult for an animation producer to use them. This study introduces the idea in which a film producer simulates the movement of the motion base by using computer graphic animation tools mostly adopted by production for creating 3D animation and motion control data. Maya and 3D Cross were used to show the path of a motion camera visually. Attitude and axis control data were extracted from the movement of the virtual motion base and were used to control a prototype of the motion base. As a result, the motion control data from computer graphic animation tools can be created so that a film producer can create standard motion control data independently regardless of the hardware and operator's skill.

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3D Simulation of Maze Solver Micromouse using MEL Script (MAYA의 MEL Script로 구현한 미로찾기로봇 3D시뮬레이션)

  • Kim, Min-soo;Lee, Im-geun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.201-202
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    • 2014
  • 본 논문에서는 3차원 공간을 시각적으로 표현이 가능한 MAYA의 MEL Script를 통해 미로 찾기 로봇을 3D시뮬레이션으로 구현하는 방법을 제안한다. MAYA에서는 생성된 개체에 대해 X-Y-Z 좌표정보를 적용하고 이 수치를 개체의 속성 값으로 제공한다. 이를 이용하여 랜덤한 미로 맵을 완성하기 위한 규칙으로 행렬을 생성하고 이 행렬의 인덱스와 값에 따라 X-Y-Z 좌표정보를 적용하여 개체를 생성하면 랜덤한 미로 맵이 완성된다. 그 후 길을 찾기 위한 규칙에 의해 이동하는 로봇의 X-Z좌표정보를 각 프레임 별로 저장하여 재생 시키면 미로 찾기 로봇 시뮬레이션을 눈으로 확인 가능하다. 사람이 직접 번거롭게 임의의 미로 맵 을 생성하지 않고 로봇이 없어도 간편하게 미로 찾기를 구현해 볼 수 있는 방법을 제시한다. 본 시뮬레이터는 미로 찾기 알고리즘을 테스트하는데 유용할 것이다.

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A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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