Harmonic skeleton for realistic character animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Skeleton-growing: a vector-field-based 3D curve-skeleton extraction algorithm
ACM SIGGRAPH ASIA 2010 Sketches
Widget based automated rigging of bipedal character with custom manipulators
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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This paper proposes an automatic algorithm to generate an inverse kinematic (IK) skeleton for 3D characters. First, a curve skeleton is extracted from the volume inside the character mesh. The extracted curve skeleton is then analyzed and classified by comparing it with the characteristics of templates for real animals. The outcome of this classification step is an associated class for the given 3D character model, together with the meaning of each skeleton segment. Next, each bone of the template skeleton is located in the appropriate skeleton segment of the input skeleton graph. Unlike previous methods, this algorithm does not require an original 3D character model that is created with a restricted pose, topology and orientation. Furthermore, all stages of the process are completed without user intervention.