๐Ÿ“„

Animation Modifier - AN

ย 
Pages List
List view
Summation
Devlog
Sound Design
Knowledges
Unreal Engine
Acustic Theory
๐Ÿ“„
2-way Speaker
๐Ÿ“„
A/B Spaced Pair
๐Ÿ“„
Additive Synthesis
๐Ÿ“„
Aliasing
๐Ÿ“„
Ambience
๐Ÿ“„
Ampere - A (์ „๋ฅ˜)
๐Ÿ“„
Amplitude (์ง„ํญ)
๐Ÿ“„
Analog-to-Digital Converter - ADC
๐Ÿ“„
Anti-Aliasing
๐Ÿ“„
ATSC A/85
๐Ÿ“„
Auditory Illusion (์ฒญ๊ฐ ์ฐฉ์‹œ)
๐Ÿ“„
Binaural Hearing (์–‘์ด ์ฒญ์ทจ)
๐Ÿ“„
Bit
๐Ÿ“„
Bit Depth
๐Ÿ“„
Bit Error Rate - BER
๐Ÿ“„
Brown Noise
๐Ÿ“„
Chiptune
๐Ÿ“„
Clipping
๐Ÿ“„
Clock
๐Ÿ“„
Cocktail Party Effect (์นตํ…Œ์ผ ํŒŒํ‹ฐ ํšจ๊ณผ)
๐Ÿ“„
Comb Filtering
๐Ÿ“„
Convolution
๐Ÿ“„
Crest Factor
๐Ÿ“„
Damping (๊ฐ์‡ )
๐Ÿ“„
dBm
๐Ÿ“„
dBu
๐Ÿ“„
dBV
๐Ÿ“„
dBW
๐Ÿ“„
Decibel - dB
๐Ÿ“„
Diaphragm (์ง„๋™ํŒ)
๐Ÿ“„
Diegetic
๐Ÿ“„
Digital Audio Interface
๐Ÿ“„
Digital Audio Workstation - DAW
๐Ÿ“„
Digital-to-Analog Converter - DAC
๐Ÿ“„
Dipole Gain - dBd
๐Ÿ“„
Distortion (์™œ๊ณก)
๐Ÿ“„
Dithering
๐Ÿ“„
Downsampling
๐Ÿ“„
Dynamic Range - DR
๐Ÿ“„
EBU R128
๐Ÿ“„
Loudness - LU
๐Ÿ“„
Frequency - Hz (์ฃผํŒŒ์ˆ˜)
๐Ÿ“„
Pitch
๐Ÿ“„
Fundamental Frequency - F0 (๊ธฐ๋ณธ ์ฃผํŒŒ์ˆ˜)
๐Ÿ“„
Harmonics (๋ฐฐ์Œ)
๐Ÿ“„
Inharmonics (๋น„๋ฐฐ์Œ)
๐Ÿ“„
Overtone (์ƒ์Œ)
๐Ÿ“„
Fourier Transform (ํ‘ธ๋ฆฌ์— ๋ณ€ํ™˜)
๐Ÿ“„
Period - T (์ฃผ๊ธฐ)
๐Ÿ“„
Phase - ฯ† (์œ„์ƒ)
๐Ÿ“„
In-Phase (๋™์ƒ)
๐Ÿ“„
Out-of-Phase (์—ญ์ƒ)
๐Ÿ“„
Polarity (๊ทน์„ฑ)
๐Ÿ“„
Wavelength - ฮป (ํŒŒ์žฅ)
๐Ÿ“„
Envelope - ENV
๐Ÿ“„
Transient - TR
๐Ÿ“„
Power - W (์ „๋ ฅ)
๐Ÿ“„
Unity Gain
๐Ÿ“„
Gain
๐Ÿ“„
Sound Pressure Level - dB SPL
๐Ÿ“„
Full Scale - dBFS
๐Ÿ“„
True Peak - dBTP
๐Ÿ“„
Hearing Level - dB HL
๐Ÿ“„
Weighting Filters - A / B / C Weighting
๐Ÿ“„
Loudness Units relative to Full Scale - LUFS
๐Ÿ“„
Loudness K-weighted relative to Full Scale - LKFS
๐Ÿ“„
Loudness Range - LRA
๐Ÿ“„
Isotropic Gain - dBi
๐Ÿ“„
Sound Power, Acustic Power (์Œํ–ฅ ํŒŒ์›Œ)
๐Ÿ“„
Signal-to-Noise Ratio - SNR (์‹ ํ˜ธ ๋Œ€ ์žก์Œ๋น„)
๐Ÿ“„
Total Harmonic Distortion - THD
๐Ÿ“„
Root Mean Square - RMS
๐Ÿ“„
Resistance - R (์ €ํ•ญ)
๐Ÿ“„
Sine Wave (์ •ํ˜„ํŒŒ)
๐Ÿ“„
Mode of Vibration (๋น„์กฐํ™” ๋ชจ๋“œ)
๐Ÿ“„
Fletcher-Munson Curve
๐Ÿ“„
ITU-R BS.1770
๐Ÿ“„
Equal Loudness Contour (๋“ฑ์ฒญ๊ฐ๊ณก์„ )
๐Ÿ“„
Headroom
๐Ÿ“„
Noise Floor
๐Ÿ“„
Noise (์žก์Œ)
๐Ÿ“„
Nyquist Theorem (๋‚˜์ดํ€ด์ŠคํŠธ ์ด๋ก )
๐Ÿ“„
Sampling
๐Ÿ“„
Quantization (์–‘์žํ™”)
๐Ÿ“„
Hi-Fi
๐Ÿ“„
Parabolic Microphone
๐Ÿ“„
Measurement Microphone
๐Ÿ“„
Transmission Medium (๋งค์งˆ)
๐Ÿ“„
Wave (ํŒŒ๋™)
๐Ÿ“„
Low Frequency Oscillator - LFO
๐Ÿ“„
Subtractive Synthesis
๐Ÿ“„
Pure Tone
๐Ÿ“„
Foley
๐Ÿ“„
Non-diegetic
๐Ÿ“„
Room Tone
๐Ÿ“„
Peak Programme Meter - dBPPM
๐Ÿ“„
Speech Interference Level - SIL
๐Ÿ“„
Voltage - V (์ „์••)
๐Ÿ“„
Impedance - ฮฉ
๐Ÿ“„
Linear (์„ ํ˜•)
๐Ÿ“„
Formant
๐Ÿ“„
phon
๐Ÿ“„
Fundamental RMS
๐Ÿ“„
Oversampling
๐Ÿ“„
Sample Peak
๐Ÿ“„
Jitter
๐Ÿ“„
ISO 226
๐Ÿ“„
Square Wave (์‚ฌ๊ฐํŒŒ)
๐Ÿ“„
Saw Wave (ํ†ฑ๋‹ˆํŒŒ)
๐Ÿ“„
Triangle Wave (์‚ผ๊ฐํŒŒ)
๐Ÿ“„
Pulse Wave
๐Ÿ“„
Pink Noise
๐Ÿ“„
Sample Rate
๐Ÿ“„
Inverse-square Law (์—ญ์ œ๊ณฑ ๋ฒ•์น™)
๐Ÿ“„
Polar Pattern (์ง€ํ–ฅ์„ฑ ํŒจํ„ด)
๐Ÿ“„
X/Y Coincident Pair
๐Ÿ“„
M/S Mid Side Technique
๐Ÿ“„
Gain Reduction Meter - GR
Load more
Introduction
ย 

์ •์˜

Unreal Engine ๋‚ด๋ถ€์—์„œ Animation Asset์˜ Data๋ฅผ ์ฝ๊ณ  ํŠน์ • ์กฐ๊ฑด์— ๋งž์ถฐ Bone ๋ณ€ํ˜•์ด๋‚˜
๐Ÿ“„
Animation Notifies
์ถ”๊ฐ€ ๋“ฑ์˜ ์ž‘์—…์„ ์ž๋™ํ™”ํ•˜๋Š”
๐Ÿ“„
Blueprint - BP
๊ธฐ๋ฐ˜์˜ Data ์ฒ˜๋ฆฌ System์ด๋‹ค.

์„ค๋ช…

๊ณผ๊ฑฐ ์ˆ˜๋ฐฑ ๊ฐœ์˜ Animation ํŒŒ์ผ์— ์ผ์ผ์ด Notify๋ฅผ ์ฐ๊ฑฐ๋‚˜ Root Motion์„ ์ˆ˜์ •ํ•˜๋Š” ๋ฐ˜๋ณต ์ž‘์—…์€ ๋ง‰๋Œ€ํ•œ ์ธ๋ ฅ ๋‚ญ๋น„๋ฅผ ์ดˆ๋ž˜ํ–ˆ๋‹ค.
Epic Games๋Š” Animation Data๋ฅผ ์Šคํฌ๋ฆฝํŠธ๋กœ ์ œ์–ดํ•˜๋Š” ๊ธฐ๋Šฅ์„ ๋„์ž…ํ•˜์—ฌ ์ˆ˜์ž‘์—…์—์„œ ๋ฐœ์ƒํ•˜๋Š” ์‹ค์ˆ˜๋ฅผ ์›์ฒœ์ ์œผ๋กœ ์ œ๊ฑฐํ–ˆ๋‹ค.
C++ Code ์ž‘์„ฑ ์—†์ด๋„ Editor ๋‚ด์—์„œ Animation Sequence์˜ Frame ๋ฐ Curve Data์— ์ ‘๊ทผํ•˜์—ฌ ์ˆ˜์ •ํ•˜๋Š” ์ง๊ด€์ ์ธ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํ™˜๊ฒฝ์„ ์ œ๊ณตํ•œ๋‹ค.
ํ˜„์—… Pipeline์—์„œ๋Š” ๋Œ€๊ทœ๋ชจ ํ”„๋กœ์ ํŠธ์˜ ๊ทœ๊ฒฉ์„ ํ†ต์ผํ•˜๊ณ  ํƒ€๊ฒฉ ํŒ์ •์ด๋‚˜ Audio ๋™๊ธฐํ™”๋ฅผ ์œ„ํ•œ ์ˆ˜์ฒœ ๊ฐœ์˜ Notify๋ฅผ ๋ช‡ ์ดˆ ๋งŒ์— ์ผ๊ด„ ์‚ฝ์ž…ํ•˜๋Š” ์ž๋™ํ™” ๋„๊ตฌ๋กœ ํ™œ์šฉํ•œ๋‹ค.

์›๋ฆฌ

  1. Asset Data ์ˆœํšŒ ํƒ์ƒ‰
    1. ์„ ํƒ๋œ Animation Sequence ๋‚ด๋ถ€์˜ ์ „์ฒด Frame์„ ์ˆœ์ฐจ์ ์œผ๋กœ ํ›‘์œผ๋ฉฐ ๊ฐ Frame์ด ๊ฐ€์ง„ Bone์˜ Transform Data๋ฅผ ๋ฐฐ์—ด ํ˜•ํƒœ๋กœ ์ถ”์ถœํ•œ๋‹ค.
  1. ํŠน์ • ์กฐ๊ฑด๋ถ€ ๋…ผ๋ฆฌ ์—ฐ์‚ฐ
    1. ๋ฐœ์ด ์ง€๋ฉด์˜ Z์ถ• ๋†’์ด์™€ ์ผ์น˜ํ•˜๋Š” ์ˆœ๊ฐ„์ด๋‚˜ ๋ฌด๊ธฐ๋ฅผ ํœ˜๋‘๋ฅด๋Š” ์†๋„๊ฐ€ ์ž„๊ณ„๊ฐ’์„ ๋ŒํŒŒํ•˜๋Š” ์ˆœ๊ฐ„ ๋“ฑ ๊ธฐํš์ž๊ฐ€ ์„ค์ •ํ•œ ๋ฌผ๋ฆฌ์  ์กฐ๊ฑด์„ ์ฐพ์•„๋‚ธ๋‹ค.
  1. Modifier ๋กœ์ง ์‹คํ–‰
    1. ์กฐ๊ฑด์ด ์ถฉ์กฑ๋œ Frame์— Notify Event๋ฅผ ์ƒ์„ฑํ•˜์—ฌ ์‚ฝ์ž…ํ•˜๊ฑฐ๋‚˜ ๋ถˆํ•„์š”ํ•œ Curve Data๋ฅผ ์‚ญ์ œํ•˜๋Š” ๋“ฑ ์ง€์ •๋œ ๋ช…๋ น์„ ์ผ๊ด„ ์ˆ˜ํ–‰ํ•œ๋‹ค.
  1. ๋น„ํŒŒ๊ดด์  ์›๋ณธ ๋ณด์กด
    1. Apply ๋ช…๋ น์„ ๋‚ด๋ฆฌ๊ธฐ ์ „๊นŒ์ง€๋Š” Data ์ˆ˜์ • ์‚ฌํ•ญ์ด ์˜๊ตฌํžˆ ์ €์žฅ๋˜์ง€ ์•Š์œผ๋ฉฐ ์–ธ์ œ๋“ ์ง€ Revert ๊ธฐ๋Šฅ์„ ํ†ตํ•ด ์›๋ณธ ์ƒํƒœ๋กœ ๋ณต๊ตฌํ•œ๋‹ค.

๊ตฌ์กฐ

ย 

์˜ˆ์‹œ

Audio Footstep Notify ์ž๋™ ์‚ฝ์ž…

Character์˜ ๊ฑท๊ธฐ ๋ฐ ๋›ฐ๊ธฐ Sequence์— ๋ฐœ์†Œ๋ฆฌ๋ฅผ ๋„ฃ์„ ๋•Œ ๊ตฌ๋™ํ•œ๋‹ค. ์–‘๋ฐœ์˜ Bone Z์ถ• ์œ„์น˜๋ฅผ ์ถ”์ ํ•˜์—ฌ ์ง€๋ฉด์— ๋‹ฟ๋Š” ์ •ํ™•ํ•œ Frame์„ ๊ณ„์‚ฐํ•ด๋‚ธ ๋’ค ํ•ด๋‹น ์‹œ์ ์— Audio Notify๋ฅผ ์ผ๊ด„ ์‚ฝ์ž…ํ•˜์—ฌ ์ž‘์—… ์‹œ๊ฐ„์„ ํš๊ธฐ์ ์œผ๋กœ ๋‹จ์ถ•ํ•œ๋‹ค.

Root Motion Data ๋ณด์ •

์™ธ๋ถ€ Motion Capture ์žฅ๋น„์—์„œ ๊ฐ€์ ธ์˜จ Root Bone ๊ถค์ ์ด ๋ถˆ๊ทœ์น™ํ•  ๋•Œ ์‚ฌ์šฉํ•œ๋‹ค. Frame๋ณ„ ์ด๋™ ์†๋„๋ฅผ ๊ณ„์‚ฐํ•˜๊ณ  ๊ณก์„  Data๋ฅผ ๋ถ€๋“œ๋Ÿฌ์šด ์„ ํ˜• Curve๋กœ ๋ฎ์–ด์”Œ์›Œ Character๊ฐ€ ๋ฏธ๋„๋Ÿฌ์ง€๋Š” ์Šฌ๋ผ์ด๋”ฉ ํ˜„์ƒ์„ ๋ฌผ๋ฆฌ์ ์œผ๋กœ ๊ต์ •ํ•œ๋‹ค.

Weapon ํƒ€๊ฒฉ ํŒ์ • ๊ตฌ๊ฐ„ ์„ค์ •

๊ณต๊ฒฉ Animation์—์„œ ๋ฌด๊ธฐ๊ฐ€ ์ •์ ์„ ์ฐ๋Š” ํƒ€๊ฒฉ ๊ตฌ๊ฐ„์„ ๋…ผ๋ฆฌ์ ์œผ๋กœ ๊ฒ€์ƒ‰ํ•œ๋‹ค. ์†๋ชฉ Bone์˜ ๊ฐ€์†๋„๊ฐ€ ์ตœ๋Œ€์น˜์— ๋‹ฌํ•˜๋Š” Frame์„ ๊ฒ€์ถœํ•œ ๋’ค ํ•ด๋‹น ์˜์—ญ์— ํƒ€๊ฒฉ ํŒ์ • Collision์„ ํ™œ์„ฑํ™”ํ•˜๋Š” Anim Notify State๋ฅผ ์”Œ์›Œ ๋ฐธ๋Ÿฐ์Šค๋ฅผ ์กฐ์ ˆํ•œ๋‹ค.

Mark as Publish
ย