Automatic rigging and animation of 3D characters

Automatic rigging and animation of 3D characters
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DOI:
10.1145/1239451.1239523
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发表时间:
2007-07-01
影响因子:
6.2
通讯作者:
Popovic, Jovan
Popovic, Jovan
中科院分区:
计算机科学1区
文献类型:
--
作者:
Baran, Ilya;Popovic, Jovan

文献摘要

被引文献

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当前,为关节连接的3D角色设置动画需要手动装配来指定其内部骨架结构,并定义输入运动如何使其曲面变形。我们提出了一种自动动画人物的方法。给定一个静态的角色网格和一个通用的骨架,我们的方法适应骨架的字符,并将其附加到表面,允许骨骼运动数据动画的字符。由于一个单一的骨架可以用于各种各样的字符,我们的方法,结合一些骨架的运动库,使用户友好的动画系统的新手和儿童。我们的原型实现称为Pinocchio,通常需要不到一分钟的时间在现代中档PC上装配一个角色。
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.