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Automatic rigging and animation of 3D characters

Author(s)
Baran, Ilya; Popovic, Jovan
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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.

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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.
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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.
Date issued
2007-07
URI
http://hdl.handle.net/1721.1/100396
Department
Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
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
ISSN
07300301

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