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ABSTRACT
Character skinning determines how the shape of the surface geometry changes as a function of the pose of the underlying skeleton. In this paper we describe skinning templates, which define common deformation behaviors for common joint types. This abstraction allows skinning solutions to be shared and reused, and they allow a user to quickly explore many possible alternatives for the skinning behavior of a character. The skinning templates are implemented using cage-based deformations, which offer a flexible design space within which to develop reusable skinning behaviors. We demonstrate the interactive use of skinning templates to quickly explore alternate skinning behaviors for 3D models.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Steve Capell , Matthew Burkhart , Brian Curless , Tom Duchamp , Zoran Popović, Physically based rigging for deformable characters, Graphical Models, v.69 n.1, p.71-87, January, 2007
[doi> 10.1016/j.gmod.2006.09.001]
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