Automatic rigging for animation characters with 3D silhouette

This source preferred by Jian Jun Zhang and Xiaosong Yang

Authors: Pan, J., Yang, X., Xie, X., Willis, P. and Zhang, J.J.

Journal: Computer Animation and Virtual Worlds

Volume: 20

Pages: 121-131

ISSN: 1546-4261

DOI: 10.1002/cav.284

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

This data was imported from Scopus:

Authors: Pan, J., Yang, X., Xie, X., Willis, P. and Zhang, J.J.

Journal: Computer Animation and Virtual Worlds

Volume: 20

Issue: 2-3

Pages: 121-131

eISSN: 1546-427X

ISSN: 1546-4261

DOI: 10.1002/cav.284

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 nimators' 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. © 2009 John Wiley & Sons, Ltd.

This data was imported from Web of Science (Lite):

Authors: Pan, J., Yang, X., Xie, X., Willis, P. and Zhang, J.J.

Journal: COMPUTER ANIMATION AND VIRTUAL WORLDS

Volume: 20

Issue: 2-3

Pages: 121-131

eISSN: 1546-427X

ISSN: 1546-4261

DOI: 10.1002/cav.284

The data on this page was last updated at 05:24 on October 24, 2020.