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July 29, 2007505 citations

Automatic rigging and animation of 3D characters

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IBIlya BaranJPJovan Popović

Key Points

  • The aim is to automate the rigging and animation of 3D characters to simplify the process for users.
  • Developed a method to adapt a generic skeleton to static character meshes.
  • Attached the skeleton to the character's surface for motion data application.
  • Implemented a prototype named Pinocchio that rigs characters in under a minute.
  • Successfully rigged 3D characters automatically from static meshes.
  • Demonstrated significant reduction in time for character animation compared to manual methods.
  • Enabled usage for a broad range of users, including novices and children.

Abstract

Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character. Because a single skeleton can be used with a wide range of characters, our method, in conjunction with a library of motions for a few skeletons, enables a user-friendly animation system for novices and children. Our prototype implementation, called Pinocchio, typically takes under a minute to rig a character on a modern midrange PC.

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Cite This Study

Baran et al. (2007) studied this question.

synapsesocial.com/papers/6a0909502757fd3263d3a94ehttps://doi.org/10.1145/1275808.1276467
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