Curve skeleton skinning for human and creature characters

This source preferred by Jian Jun Zhang and Xiaosong Yang

Authors: Yang, X., Somasekharen, A. and Zhang, J.J.

http://www3.interscience.wiley.com/cgi-bin/fulltext/112653660/PDFSTART

Journal: Computer Animation and Virtual Worlds

Volume: 17

Pages: 281-292

ISSN: 1546-4261

DOI: 10.1002/cav.132

The skeleton driven skinning technique is still the most popular method for animating deformable human and creature characters. Albeit an industry de facto due to its computational performance and intuitiveness, it suffers from problems like collapsing elbow and candy wrapper joint. To remedy these problems, one needs to formulate the non-linear relationship between the skeleton and the skin shape of a character properly, which however proves mathematically very challenging. Placing additional joints where the skin bends increases the sampling rate and is an ad hoc way of approximating this non-linear relationship. In this paper, we propose a method that is able to accommodate the inherent non-linear relationships between the movement of the skeleton and the skin shape. We use the so-called curve skeletons along with the joint-based skeletons to animate the skin shape. Since the deformation follows the tangent of the curve skeleton and also due to higher sampling rates received from the curve points, collapsing skin and other undesirable skin deformation problems are avoided. The curve skeleton retains the advantages of the current skeleton driven skinning. It is easy to use and allows full control over the animation process. As a further enhancement, it is also fairly simple to build realistic muscle and fat bulge effect. A practical implementation in the form of a Maya plug-in is created to demonstrate the viability of the technique.

This data was imported from DBLP:

Authors: Yang, X., Somasekharan, A. and Zhang, J.J.

Journal: Comput. Animat. Virtual Worlds

Volume: 17

Pages: 281-292

This data was imported from Scopus:

Authors: Yang, X., Somasekharan, A. and Zhang, J.J.

Journal: Computer Animation and Virtual Worlds

Volume: 17

Issue: 3-4

Pages: 281-292

eISSN: 1546-427X

ISSN: 1546-4261

DOI: 10.1002/cav.132

The skeleton driven skinning technique is still the most popular method for animating deformable human and creature characters. Albeit an industry de facto due to its computational performance and intuitiveness, it suffers from problems like collapsing elbow and candy wrapper joint. To remedy these problems, one needs to formulate the non-linear relationship between the skeleton and the skin shape of a character properly, which however proves mathematically very challenging. Placing additional joints where the skin bends increases the sampling rate and is an ad hoc way of approximating this non-linear relationship. In this paper, we propose a method that is able to accommodate the inherent non-linear relationships between the movement of the skeleton and the skin shape. We use the so-called curve skeletons along with the joint-based skeletons to animate the skin shape. Since the deformation follows the tangent of the curve skeleton and also due to higher sampling rates received from the curve points, collapsing skin and other undesirable skin deformation problems are avoided. The curve skeleton retains the advantages of the current skeleton driven skinning. It is easy to use and allows full control over the animation process. As a further enhancement, it is also fairly simple to build realistic muscle and fat bulge effect. A practical implementation in the form of a Maya plug-in is created to demonstrate the viability of the technique. Copyright © 2006 John Wiley & Sons, Ltd.

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

Authors: Yang, X., Somasekharan, A. and Zhang, J.J.

Journal: COMPUTER ANIMATION AND VIRTUAL WORLDS

Volume: 17

Issue: 3-4

Pages: 281-292

eISSN: 1546-427X

ISSN: 1546-4261

DOI: 10.1002/cav.132

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