RigMesh

Author:

Borosán Péter1,Jin Ming1,DeCarlo Doug1,Gingold Yotam2,Nealen Andrew1

Affiliation:

1. Rutgers University

2. Rutgers University and Columbia University

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.

Funder

Division of Information and Intelligent Systems

Division of Computing and Communication Foundations

Division of Civil, Mechanical and Manufacturing Innovation

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

Reference57 articles.

1. The HybridTree: Mixing skeletal implicit surfaces, triangle meshes, and point sets in a free-form modeling system

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