Using rigging and transfer to animate 3D characters
Name
709776868-MIT.pdf
Description
Full printable version
Size
7.32 MB
Format
Adobe PDF
Checksum (MD5)
a6c470fcbe842010fb268ee26b85ab2d
Author(s)
Baran, Ilya, 1981-
Advisor(s)
Jovan Popović.
Date Issued
2010
Publisher
Massachusetts Institute of Technology
Abstract
Transferring a mesh or skeletal animation onto a new mesh currently requires significant manual effort. For skeletal animations, this involves rigging the character, by specifying how the skeleton is positioned relative to the character and how posing the skeleton drives the character's shape. Currently, artists typically manually position the skeleton joints and paint skinning weights onto the character to associate points on the character surface with bones. For this problem, we present a fully automatic rigging algorithm based on the geometry of the target mesh. Given a generic skeleton, the method computes both joint placement and the character surface attachment automatically. For mesh animations, current techniques are limited to transferring the motion literally using a correspondence between the characters' surfaces. Instead, I propose an example-based method that can transfer motion between far more different characters and that gives the user more control over how to adapt the motion to the new character.
Description
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 77-82).
Subjects
Electrical Engineering and Computer Science.
MIT Department
Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
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