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Automatic rigging and animation of 3D characters

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Author(s)
Baran, Ilya
•
Popovic, Jovan
Date Issued
July 2007
Journal
ACM Transactions on Graphics
Publisher
Association for Computing Machinery (ACM)
Citation
Ilya Baran and Jovan Popovic. 2007. Automatic rigging and animation of 3D characters. ACM Trans. Graph. 26, 3, Article 72 (July 2007).
Version
Author's final manuscript
Abstract
Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character. Because a single skeleton can be used with a wide range of characters, our method, in conjunction with a library of motions for a few skeletons, enables a user-friendly animation system for novices and children. Our prototype implementation, called Pinocchio, typically takes under a minute to rig a character on a modern midrange PC.
MIT Department
Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
Terms of Use
Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.
Persistent DSpace Link
http://hdl.handle.net/1721.1/100396
DOI of Published Version
https://doi.org/10.1145/1276377.1276467
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