Abstract
The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this paper, we introduce algorithms and a userinterface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in realtime, and up- date the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. The rigs are compatible with the state-of-the-art character animation pipeline; they consist of a low-dimensional skeleton along with skin weights identifying the surface with bones of the skeleton.
Original language | English (US) |
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Article number | 198 |
Journal | ACM Transactions on Graphics |
Volume | 31 |
Issue number | 6 |
DOIs | |
State | Published - Nov 2012 |
Keywords
- Animation
- Rigging
- Skeletonization
- Sketch-based modeling
- Skinning
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design