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Skeleton-Driven Animation Transfer Based on Consistent Volume Parameterization

机译:基于一致卷参数化的骨架驱动动画传输

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To edit or create the animation of a 3D character model has always been an important but time-consuming task, since the animator usually needs to set up the character’s skeleton, paint its binding weights, and adjust its key-poses. Hence, we propose an animation transfer system in this paper to take a well-edited character animation as the input. Then, the system can transfer the skeleton, binding weights, and other attributes of the given character model to another static model with only few corresponding feature points specified. The transferring process is based on a mapping between the space around two character meshes. In this paper, the mapping is called consistent volume parameterization, which inherits consistent surface parameterization. Hence, the animator can start to create a skeleton-driven animation for the new character model without any prior setting. Moreover, our system is also capable of cloning a skeleton-driven animation to several other character models which can be used in a crowd animation.
机译:要编辑或创建3D字符模型的动画始终是一个重要但耗时的任务,因为动画仪通常需要设置角色的骨架,绘制其绑定权重,并调整其关键姿势。因此,我们在本文中提出了一个动画传输系统,以将一个良好编辑的字符动画作为输入。然后,系统可以将给定字符模型的骨架,绑定权重和其他属性传送到另一个静态模型,只有少量指定的相应特征点。传输过程基于两个字符网格周围的空间之间的映射。在本文中,映射称为一致的卷参数化,其继承一致的表面参数化。因此,动画仪可以开始为新字符模型创建骨架驱动的动画,而无需任何先前的设置。此外,我们的系统还能够将骨架驱动的动画克隆到几种可以用于人群动画中的其他字符模型。

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