RigMesh

作者: Péter Borosán , Ming Jin , Doug DeCarlo , Yotam Gingold , Andrew Nealen

DOI: 10.1145/2366145.2366217

关键词:

摘要: The creation of a 3D model is only the first stage character animation pipeline. Once has been created, and before it can be animated, must rigged. Manual rigging laborious, automatic approaches are far from real-time do not allow for incremental updates. This hindrance in real world, where shape often revised after performed. In this paper, we introduce algorithms user-interface sketch-based modeling that unify stages Our create rig each sketched part real-time, update as parts merged or cut. As result, users freely pose animate their shapes characters while rapidly iterating on base shape. rigs compatible with state-of-the-art pipeline; they consist low-dimensional skeleton along skin weights identifying surface bones skeleton.

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