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Rig Retargeting for 3D Animation

机译:用于3d动画的钻机retrarginging

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摘要

This paper presents a new approach to facilitate reuse and remixing in character animation. It demonstrates a method for automatically adapting existing skeletons to different characters. While the method can be applied to simple skeletons, it also proposes a new approach that is applicable to high quality animation as it is able to deal with complex skeletons that include control bones (those that drive deforming bones). Given a character mesh and a skeleton, the method adapts the skeleton to the character by matching topology graphs between the two. It proposes specific multiresolution and symmetry approaches as well as a simple yet effective shape descriptor. Together, these provide a robust retargeting that can also be tuned between the original skeleton shape and the mesh shape with intuitive weights. Furthermore, the method can be used for partial retargeting to directly attach skeleton parts to specific limbs. Finally, it is efficient as our prototype implementation generally takes less than 30 seconds to adapt a skeleton to a character.
机译:本文介绍了一种新方法,便于在字符动画中重用和重新混合。它展示了一种自动将现有骨架自动调整到不同字符的方法。虽然该方法可以应用于简单骨架,但它还提出了一种适用于高质量动画的新方法,因为它能够处理包括控制骨骼的复杂骨架(驱动变形骨骼的那些)。给定角色网格和骨架,该方法通过匹配两者之间的拓扑图来使骨架与角色相互作用。它提出了特定的多分辨率和对称方法以及简单而有效的形状描述符。这些,这些提供了一种稳健的复回式,也可以在原始骨架形状和具有直观重量之间调谐的。此外,该方法可用于部分retargeting以直接将骨架部件直接连接到特定的四肢。最后,随着我们的原型实现通常需要不到30秒的时间,它是有效的,以使骨架调整到角色。

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