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Adjusting Animation Rigs to Human-Like 3D Models

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Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 6169))

Abstract

In the animation process of a human-like 3D model, a skeleton must be specified to define the model’s surface deformation of its limbs. Nowadays the skeleton specification is hand made and very time consuming task. In this paper we propose a novel semi-automatic method for rigging a 3D model in an arbitrary pose using a skeleton defined in an animation datafile with no specific initial pose. First a skeleton is extracted from the voxelizated model, this skeleton is refined and transformed into a tree-data structure. Because the 3D model can be in an arbitrary pose, user interaction is required to select the five limbs correspondence (head, hands and feet), and finally a skeleton taken from an animation data file or a external source is adjusted to the geometric skeleton.

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© 2010 Springer-Verlag Berlin Heidelberg

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Ramirez, J.E., Susin, A., Lligadas, X. (2010). Adjusting Animation Rigs to Human-Like 3D Models. In: Perales, F.J., Fisher, R.B. (eds) Articulated Motion and Deformable Objects. AMDO 2010. Lecture Notes in Computer Science, vol 6169. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-14061-7_29

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  • DOI: https://doi.org/10.1007/978-3-642-14061-7_29

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-14060-0

  • Online ISBN: 978-3-642-14061-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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