Automatic Rigging and Animation of 3D Characters
Ilya Baran, Jovan Popović
In ACM Transactions on Graphics, 26(3), July 2007.
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.
Keyword(s): animation, deformations, geometric modeling
@article{Baran:2007:ARA,
author = {Ilya Baran and Jovan Popović},
title = {Automatic Rigging and Animation of 3D Characters},
journal = {ACM Transactions on Graphics},
volume = {26},
number = {3},
pages = {72:1--72:8},
month = jul,
year = {2007},
}
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