ABSTRACT
We present Bodyopt, a character skin deformation framework developed for Avatar: The Way of Water. Our approach aims to learn the skin deformations from a given dataset and reproduce them reliably during shot production. In conjunction with the kinematic skeleton, we employ muscle fibers as an additional anatomical basis, where their length changes serve as a parametrization for the non-linear deformation components. We provide a novel way of curating the dataset to minimizing differences between similar poses, which would otherwise lead to a quality loss in the reconstruction. Our approach also handles runtime skin dynamics and utilities for artists to transfer deformations to new character types as well as extra modifiers for secondary motions like breathing. Additionally, we close the gap between final skin deformation and the representation used in Animation by providing a fast proxy solution that is based on the same input data.
- Byungkuk Choi, Haekwang Eom, Benjamin Mouscadet, Stephen Cullingford, Kurt Ma, Stefanie Gassel, Suzi Kim, Andrew Moffat, Millicent Maier, Marco Revelant, Joe Letteri, and Karan Singh. 2022. Animatomy: an Animator-centric, Anatomically Inspired System for 3D Facial Modeling, Animation and Transfer. SA ’22: SIGGRAPH Asia 2022 Conference Papers 16 (2022), 1–9.Google ScholarDigital Library
- Binh Huy Le and J P Lewis. 2019. Direct delta mush skinning and variants. ACM Trans. Graph 38, 113 (2019), 1–13.Google ScholarDigital Library
- Robert W. Sumner and Jovan Popović. 2004. Deformation transfer for triangle meshes. ACM Trans. Graph 23, 3 (2004), 399–405.Google ScholarDigital Library
Index Terms
- Bodyopt - A Character Deformation Pipeline For Avatar: The Way of Water
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