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)|
|Journal||ACM Transactions on Graphics|
|State||Published - Nov 2012|
- Sketch-based modeling
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design