Automatic rigging and animation of 3D characters
Ilya Baran,Jovan Popović +1 more
- 29 Jul 2007
- Vol. 26, Iss: 3, pp 72
TL;DR: This work presents a method for animating characters automatically, given a static character mesh and a generic skeleton, that adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character.
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Abstract: Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character. Because a single skeleton can be used with a wide range of characters, our method, in conjunction with a library of motions for a few skeletons, enables a user-friendly animation system for novices and children. Our prototype implementation, called Pinocchio, typically takes under a minute to rig a character on a modern midrange PC.
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Citations
Body Buddies – digitale Körper im physischen Raum
Sarah Buser,Franziska Baumgartner +1 more
- 01 Jan 2021
TL;DR: Body Buddies as mentioned in this paper is an AR-based approach to aktiver Rezeptionshaltung and multiperspektivischer Auseinandersetzung with zeitgenossischer Kunst.
Patent
Method for providing rigging tool and apparatus for providing rigging tool
Noh Jun Yong,Bang Seung Bae,Choi Byung Kuk,Blanco Ribera Roger,Kim Mee Kyoung,Lee Sung Hee +5 more
- 02 Nov 2017
TL;DR: In this paper, a method for providing a rigging tool using skeleton extraction and skinning weight correction is described, which is based on the skeleton extraction technique and the skin weight correction function.
•Posted Content
Real-time Skeletonization for Sketch-based Modeling
TL;DR: In this article, the skeleton is extracted from the processed polygon stroke and forms a subpart along with the sub-mesh, then the local sub-skeletons are connected according to the intersecting relationships and the modeling sequence of subparts.
•Proceedings Article
Example-based deformation with support joints
Kentaro Yamanaka,Akane Yano,Shigeo Morishima +2 more
- 01 Dec 2011
TL;DR: An examplebased skinning method to be combined with Pose Space Deformation (PSD), which optimizes transformation matrices in Skeleton Subspace deformation (SSD) introducing “support joints”.
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Discrete Differential-Geometry Operators for Triangulated 2-Manifolds
Mark Meyer,Mathieu Desbrun,Mathieu Desbrun,Peter Schröder,Alan H. Barr +4 more
- 01 Jan 2003
TL;DR: A unified and consistent set of flexible tools to approximate important geometric attributes, including normal vectors and curvatures on arbitrary triangle meshes, using averaging Voronoi cells and the mixed Finite-Element/Finite-Volume method is proposed.
As-rigid-as-possible shape manipulation
Takeo Igarashi,Tomer Moscovich,John Hughes +2 more
- 01 Jul 2005
TL;DR: An interactive system that lets a user move and deform a two-dimensional shape without manually establishing a skeleton or freeform deformation (FFD) domain beforehand and uses quadratic error metrics so that each minimization problem becomes a system of linear equations.
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