Tangible interaction + graphical interpretation: a new approach to 3D modeling
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Automated generation of control skeletons for use in animation
Automated generation of control skeletons for use in animation
Automatic Animation Skeleton Construction Using Repulsive Force Field
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
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
Body Language: Advanced 3D Character Rigging
Body Language: Advanced 3D Character Rigging
An Essential Introduction to Maya Character Rigging with DVD
An Essential Introduction to Maya Character Rigging with DVD
A fully automatic rigging algorithm for 3D character animation
SIGGRAPH Asia 2011 Posters
Procedural model of horse simulation
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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In this research paper we present an automated rigging system for a humanoid (biped) character with complete customization and control options according to the need of the character rigger and the animator. The rigging requirements check list has been proposed for each body part by analyzing various live natural human motions and then summarizing them. The system initially provides widgets that represent human skeletal joints, which can be easily manipulated and modified according to the character type and body height. The system takes the widgets positions from the 3D space and creates the joint based skeletal structure automatically using procedural programming and then followed by creating a complete bipedal rig with custom manipulators to satisfy the animators need in a production environment.