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RigMesh: Automatic Rigging for Part-Based Shape Modeling and Deformation

机译:RigMesh:基于零件的形状建模和变形的自动索具

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摘要

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 labori- ous, 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 up- date 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.
机译:3D模型的创建只是3D角色动画制作流程的第一步。一旦创建了模型并对其进行动画处理,必须对其进行装配。手动装配很费力,而自动装配方法远非实时,并且不允许增量更新。这是现实世界中的障碍,在现实世界中,通常在执行装配后修改模型的形状。在本文中,我们介绍了基于草图的3D建模的算法和用户界面,它们统一了3D角色动画流水线的建模和装配阶段。我们的算法为每个草绘的零件实时创建装备,并在零件合并或切割时更新装备。结果,用户可以在快速迭代基本形状的同时自由地摆姿势和动画其形状和角色。这些装备与最新的角色动画管道兼容。它们由低维骨架和皮肤重量组成,这些重量用于识别具有骨骼骨骼的表面。

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