Abstract
In the animation, the process of rigging a character is an elaborated and time consuming task. The rig is developed for a specific character, and it can not be reused in other meshes. In this paper we present a method to automatically adjust a human-like character rig to an arbitrary human-like 3D mesh, using a extracted skeleton obtained from the input mesh. Our method is based on the selection and extraction of feature points, to find an equivalence between an extracted skeleton and the animation rig.
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Ramirez, J.E., Lligadas, X., Susin, A. (2008). Automatic Adjustment of Rigs to Extracted Skeletons. In: Perales, F.J., Fisher, R.B. (eds) Articulated Motion and Deformable Objects. AMDO 2008. Lecture Notes in Computer Science, vol 5098. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-70517-8_40
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DOI: https://doi.org/10.1007/978-3-540-70517-8_40
Publisher Name: Springer, Berlin, Heidelberg
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