Skeleton-driven animation is popular by its simplicity and intuitive control of the limbs of a character. Linear blend skinning (LBS) is up to date the most efficient and simple deformation method; however, painting influence skinning weights is not intuitive, and it suffers the candy-wrapper artifact. In this paper, we propose an approach based on mesh segmentation for skinning and skeleton-driven computer animation. We propose a novel and fast method, based in watershed segmentation to deal with characters in T-Pose and arbitrary poses, a simple weight assign algorithm based in the rigid skinning obtained with the segmentation algorithm for the LBS deformation method, and finally, a modified version of the LBS that avoids the loss of volu...
In this paper, we introduce a two-layered approach addressing the problem of creating believable mes...
Character animation is a vital component of contemporary computer games, animated feature films and ...
© ACM, 2017. This is the author's version of the work. It is posted here by permission of ACM for yo...
Skeleton-driven animation is popular by its simplicity and intuitive control of the limbs of a chara...
We extend approaches for skinning characters to the general setting of skinning deformable mesh anim...
Figure 1: Real-time character animation driven by a kinematic skeleton, including secondary motions ...
The creation of character animation of humans, animals, or plants plays one of the most important ro...
International audienceWith regard to skeletal character animation, the question on how to ensure the...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Skinning transformations are a popular way to articulate shapes and characters. However, traditional...
Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorit...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
In this paper, we introduce a two-layered approach addressing the problem of creating believable mes...
International audienceThis paper proposes a simple and efficient technique to enhance classical anim...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
In this paper, we introduce a two-layered approach addressing the problem of creating believable mes...
Character animation is a vital component of contemporary computer games, animated feature films and ...
© ACM, 2017. This is the author's version of the work. It is posted here by permission of ACM for yo...
Skeleton-driven animation is popular by its simplicity and intuitive control of the limbs of a chara...
We extend approaches for skinning characters to the general setting of skinning deformable mesh anim...
Figure 1: Real-time character animation driven by a kinematic skeleton, including secondary motions ...
The creation of character animation of humans, animals, or plants plays one of the most important ro...
International audienceWith regard to skeletal character animation, the question on how to ensure the...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Skinning transformations are a popular way to articulate shapes and characters. However, traditional...
Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorit...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
In this paper, we introduce a two-layered approach addressing the problem of creating believable mes...
International audienceThis paper proposes a simple and efficient technique to enhance classical anim...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
In this paper, we introduce a two-layered approach addressing the problem of creating believable mes...
Character animation is a vital component of contemporary computer games, animated feature films and ...
© ACM, 2017. This is the author's version of the work. It is posted here by permission of ACM for yo...