Abstract
ABSTRACTThis paper presents a cage‐based inverse kinematics (CageIK) that enables interactive posing of character models in a wide range of mesh representations using handle points. By providing a set of cage geometries as examples, CageIK optimizes deformations of the cage according to handle movements and reconstructs the model using a subspace deformation method based on Green Coordinates. CageIK therefore not only poses the model naturally but also preserves details even when leaving the example space. Furthermore, by blending deformations based on bounded biharmonic weights, CageIK can edit the pose of the model locally. Because example cages can be generated from existing models, we can reuse animation assets that were already created by artists or simulations, which avoids repeating the time‐consuming process of creating examples. We show that CageIK can edit a wide variety of models, including multicomponent meshes, polygon soups, and quadrilateral meshes. Copyright © 2012 John Wiley & Sons, Ltd.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.