Abstract
We introduce AniMesh, a system that supports interleaved modeling and animation creation and editing. AniMesh is suitable for rapid prototyping and easily accessible to non-experts. Source animations can be obtained from commodity motion capture devices or by adapting canned motion sequences. We propose skeleton abstraction and motion retargeting algorithms for finding correspondences and transferring motion between skeletons, or portions of skeletons, with varied topology. Motion can be copied-and-pasted between kinematic chains with different skeletal topologies, and entire model parts can be cut and reattached, while always retaining plausible, composite animations.
Original language | English (US) |
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Article number | 207 |
Journal | ACM Transactions on Graphics |
Volume | 34 |
Issue number | 6 |
DOIs | |
State | Published - Nov 2015 |
Keywords
- Animation interfaces
- Mesh modeling
- Motion editing
- Motion transfer
- Shape editing
- Skeletal animation
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design