RigMesh: Automatic rigging for part-based shape modeling and deformation

Péter Borosán, Ming Jin, Doug DeCarlo, Yotam Gingold, Andrew Nealen

    Research output: Contribution to journalArticlepeer-review

    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 languageEnglish (US)
    Article number198
    JournalACM Transactions on Graphics
    Volume31
    Issue number6
    DOIs
    StatePublished - Nov 2012

    Keywords

    • Animation
    • Rigging
    • Skeletonization
    • Sketch-based modeling
    • Skinning

    ASJC Scopus subject areas

    • Computer Graphics and Computer-Aided Design

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