This paper proposes automatic skinning using extended position based dynamic in character animation, which adds energy conservation constraints based on the easy expandability of the position based dynamics. In the skeletal motion process, the deformation of surface mesh is divided into two stages. First stage: at each frame, the skeleton moves and both the surface and volumetric vertices are deformed by a standard LBS algorithm. Second stage: we use position based dynamics to update both the tetrahedral mesh and surface mesh automatically by solving the constraints. Lastly, self-collision and Laplacian smoothing are used to refine the deformation locally and output the result. In order to verify the feasibility and effectiveness of the mentioned algorithm, this paper experiment with different models and obtain the desired results.
展开▼