Animation Setup Transfer for 3D Characters
Skinning
Character Animation
Geometry processing
DOI:
10.1111/cgf.12816
Publication Date:
2016-05-27T15:11:01Z
AUTHORS (8)
ABSTRACT
Abstract We present a general method for transferring skeletons and skinning weights between characters with distinct mesh topologies. Our pipeline takes as inputs source character rig (consisting of mesh, transformation hierarchy joints, weights) target mesh. From these inputs, we compute joint locations orientations that embed the skeleton in well to bind geometry new skeleton. consists two key steps. first geometric correspondence meshes using semi‐automatic relying on set markers. The resulting is then used formulate attribute transfer an energy minimization filtering problem. demonstrate our approach variety bipedal characters, varying topology morphology. Several examples behave when animated either forward or inverse kinematics. Via examples, show preserves subtle artistic variations; spatial relationships weight details, are accurately maintained. proposed opens up many exciting possibilities quickly animate novel by reusing existing production assets.
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