RigMesh: automatic rigging for part-based shape modeling and deformation
Péter Borosán, Ming Jin, Doug DeCarlo, Yotam Gingold, Andrew Nealen
In ACM Transactions on Graphics, 31(6), November 2012.
Abstract: The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this paper, we introduce algorithms and a user-interface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in real-time, and update the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. The rigs are compatible with the state-of-the-art character animation pipeline; they consist of a low-dimensional skeleton along with skin weights identifying the surface with bones of the skeleton.
@article{Borosan:2012:RAR,
author = {Péter Borosán and Ming Jin and Doug DeCarlo and Yotam Gingold and Andrew Nealen},
title = {RigMesh: automatic rigging for part-based shape modeling and deformation},
journal = {ACM Transactions on Graphics},
volume = {31},
number = {6},
pages = {198:1--198:9},
month = nov,
year = {2012},
}
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