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Portable real-time character rigs for virtual reality experiences

Published: 23 July 2016 Publication History

Abstract

In this presentation we describe a work-in-progress approach to a portable character animation pipeline for real-time scenarios that can dramatically reduce iteration time and also increase character quality and flexibility. Simply put, it is a What You Rig and Animate (in the DCC app) is What You Get (in the VR experience) approach. Our implementation involves using the python-based Kraken tool to generate a rig that can run in Autodesk Maya® and also a version that can be executed by Fabric Engine within Unreal Engine®. By essentially running the same full rig both in Maya and Unreal, we are able to maintain film-quality characters that keep the same richness and animation control.
Portable characters have their rigs defined in a way that allows them to run in any environment while maintaining the full flexibility and functionality of the original control and deformation rig, which in turn allows for artistic intent to be preserved at all stages.

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cover image ACM Conferences
DigiPro '16: Proceedings of the 2016 Symposium on Digital Production
July 2016
70 pages
ISBN:9781450344296
DOI:10.1145/2947688
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 July 2016

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  1. character rigging
  2. real-time animation

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DigiPro '16
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DigiPro '16: The Digital Production Symposium
July 23, 2016
California, Anaheim

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