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
•Proceedings Article
Sketched interaction metaphors for character animation
Konstantin Schauwecker,Simon van den Hurk,Wallace Yuen,Burkhard C. Wünsche +3 more
- 21 Nov 2016
TL;DR: Overall the research demonstrates that sketched-based animations can be useful for applications requiring rapid prototyping containing a limited number of joint animations, and examples are the programming of household robots and the creation of simple animatedscenes in education and social network applications.
Scanning and animating characters dressed in multiple-layer garments
Pengpeng Hu,Taku Komura,Daniel Holden,Yueqi Zhong +3 more
- 01 Jun 2017
TL;DR: A novel scanning-based solution for modeling and animating characters wearing multiple layers of clothes by making use of real clothes and human bodies to create a skinned articulated model of the subject.
Data-driven physics for human soft tissue animation
Meekyoung Kim,Gerard Pons-Moll,Sergi Pujades,Seungbae Bang,Jinwook Kim,Michael J. Black,Sung-Hee Lee +6 more
TL;DR: The learned two layer model is a realistic full-body avatar that generalizes to novel motions and external forces and supports the retargeting of physical properties from one avatar when they share the same topology.
Neural Pose Transfer by Spatially Adaptive Instance Normalization
Jiashun Wang,Chao Wen,Yanwei Fu,Haitao Lin,Tianyun Zou,Xiangyang Xue,Yinda Zhang +6 more
- 14 Jun 2020
TL;DR: This paper proposes the first neural pose transfer model that solves the pose transfer via the latest technique for image style transfer, leveraging the newly proposed component -- spatially adaptive instance normalization.
Spline Interface for Intuitive Skinning Weight Editing
Seungbae Bang,Sung-Hee Lee +1 more
TL;DR: This article presents a novel interface for editing skinning weights based on splines, which represent the isolines ofskinning weights on a mesh, and introduces several techniques to enable the interface to run in real-time and proposes a particular combination of functions that generates appropriate skinning weight over the surface.
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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
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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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