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
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