Abstract

We present a new rigging and skinning method which uses a database of partial rigs extracted from a set of source characters. Given a target mesh and a set of joint locations, our system can automatically scan through the database to find the best-fitting body parts, tailor them to match the target mesh, and transfer their skinning information onto the new character. For the cases where our automatic procedure fails, we provide an intuitive set of tools to fix the problems. When used fully automatically, the system can generate results of much higher quality than a standard smooth bind, and with some user interaction, it can create rigs approaching the quality of artist-created manual rigs in a small fraction of the time.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

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.