Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D mesh model. Such tasks are not trivial, as they require a substantial amount of training and practice. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help to produce animations according to user manipulation. We present a sketching-based skeleton extraction method to create a user desired skeleton structure which is used in 3D model animation. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D mesh model, generates a skeleton for articulated character animation. In our system, we assume tha...
Creating articulated geometric models is a common task in animation systems. In some instances, mode...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Transferring a mesh or skeletal animation onto a new mesh currently requires signif-icant manual eff...
Articulated character animation can be performed by manually creating and rigging a skeleton into an...
Creation of detailed character models is a very challenging task in animation production. Sketch-bas...
In the animation process of a human-like 3D model, a skeleton must be specified to define the model’...
The realism of character animation is associated with a number of tasks ranging from modelling, skin...
This research is concerned with the development of a set of novel sketch-based skeleton-driven 2D an...
International audienceCurrent approaches to skeleton generation are based on topological and geometr...
Animating an articulated 3D character requires the specification of its interior skeleton structure ...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...
The design and animation of digital 3D models is an essential task for many applications in science,...
We present techniques for automatically creating and animating models obtained from human whole body...
In the animation process of a human-like 3D model, a skeleton must be specified to define the model’...
This paper presents a novel base-points-driven shape correspondence (BSC) approach to extract skelet...
Creating articulated geometric models is a common task in animation systems. In some instances, mode...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Transferring a mesh or skeletal animation onto a new mesh currently requires signif-icant manual eff...
Articulated character animation can be performed by manually creating and rigging a skeleton into an...
Creation of detailed character models is a very challenging task in animation production. Sketch-bas...
In the animation process of a human-like 3D model, a skeleton must be specified to define the model’...
The realism of character animation is associated with a number of tasks ranging from modelling, skin...
This research is concerned with the development of a set of novel sketch-based skeleton-driven 2D an...
International audienceCurrent approaches to skeleton generation are based on topological and geometr...
Animating an articulated 3D character requires the specification of its interior skeleton structure ...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...
The design and animation of digital 3D models is an essential task for many applications in science,...
We present techniques for automatically creating and animating models obtained from human whole body...
In the animation process of a human-like 3D model, a skeleton must be specified to define the model’...
This paper presents a novel base-points-driven shape correspondence (BSC) approach to extract skelet...
Creating articulated geometric models is a common task in animation systems. In some instances, mode...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Transferring a mesh or skeletal animation onto a new mesh currently requires signif-icant manual eff...