Raycast based auto-rigging method for humanoid meshes

  • Authors:
  • Romain Lopez;Christophe Poirel

  • Affiliations:
  • ESGI Paris;ESGI Paris

  • Venue:
  • ACM SIGGRAPH 2013 Posters
  • Year:
  • 2013

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Abstract

In character animation, skeletons are used to animate meshes. Those skeletons are inserted inside the mesh after being drawn. This insertion, called rigging, is time consuming since it must be done for each mesh.