RigMesh: automatic rigging for part-based shape modeling and deformation

  • Authors:
  • Péter Borosán;Ming Jin;Doug DeCarlo;Yotam Gingold;Andrew Nealen

  • Affiliations:
  • Rutgers University;Rutgers University;Rutgers University;Rutgers University and Columbia University;Rutgers University

  • Venue:
  • ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
  • Year:
  • 2012

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Abstract

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 laborious, 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 update 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.