Pan, J., Yang, X., Xie, X., Willis, P. and Zhang, J. J., 2009. Automatic rigging for animation characters with 3D silhouette. Computer Animation and Virtual Worlds, 20 (2-3), pp. 121-131.
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Animating an articulated 3D character requires the specification of its interior skeleton structure which defines how the skin surface is deformed during animation. Currently this task is to a large extent accomplished manually, which consumes a large amount of animators' time. This paper presents an automatic rigging method making use of a new geometry entity called the 3D silhouette. The first step is to extract a coarse 3D curve skeleton and some skeletal joints of a character. This curve skeleton is then refined with a perpendicular silhouette. According to the connectivity of the skeletal joints, the hierarchical animation skeleton is finally constructed. By avoiding complicated computation such as voxelization and pruning, this method is simple and efficient, much faster than existing methods. It proves very useful for quick animation production, with applications including games design and prototype graphical systems
|Additional Information:||rigging • curve skeleton • animation skeleton • medial axis • 3D silhouette|
|Subjects:||Generalities > Computer Science and Informatics|
|Group:||Media School > National Centre for Computer Animation|
|Deposited By:||Dr Xiaosong Yang|
|Deposited On:||11 May 2010 20:03|
|Last Modified:||07 Mar 2013 15:28|
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