| Rig retargeting for 3D animation |
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ACM International Conference Proceeding Series; Vol. 324
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Proceedings of Graphics Interface 2009
table of contents
Kelowna, British Columbia, Canada
SESSION: Graphs, paths, and rigs
table of contents
Pages 103-110
Year of Publication: 2009
ISBN ~ ISSN:0713-5424 , 978-1-56881-470-4
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Canadian Information Processing Society
Toronto, Ont., Canada, Canada
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Downloads (6 Weeks): 21, Downloads (12 Months): 55, Citation Count: 1
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ABSTRACT
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.
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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