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 adju...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
In the animation process of a human-like 3D model, a skeleton must be specified to define the model’...
In the animation, the process of rigging a character is an elaborated and time consuming task. The ...
In the animation, the process of rigging a character is an elaborated and time consuming task. The r...
Animating an articulated 3D character requires the specification of its interior skeleton structure ...
This paper presents a semi-automatic method to cap-ture animation data from a single camera video. T...
An example RigMesh modeling sequence: the artist experiments with different ideas for a shape by mod...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...
This paper presents a new approach to facilitate reuse and remix-ing in character animation. It demo...
Transferring a mesh or skeletal animation onto a new mesh currently requires signif-icant manual eff...
Creating articulated geometric models is a common task in animation systems. In some instances, mode...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...
Articulated character animation can be performed by manually creating and rigging a skeleton into an...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
In the animation process of a human-like 3D model, a skeleton must be specified to define the model’...
In the animation, the process of rigging a character is an elaborated and time consuming task. The ...
In the animation, the process of rigging a character is an elaborated and time consuming task. The r...
Animating an articulated 3D character requires the specification of its interior skeleton structure ...
This paper presents a semi-automatic method to cap-ture animation data from a single camera video. T...
An example RigMesh modeling sequence: the artist experiments with different ideas for a shape by mod...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...
This paper presents a new approach to facilitate reuse and remix-ing in character animation. It demo...
Transferring a mesh or skeletal animation onto a new mesh currently requires signif-icant manual eff...
Creating articulated geometric models is a common task in animation systems. In some instances, mode...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...
Articulated character animation can be performed by manually creating and rigging a skeleton into an...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...