Automatic skeleton generation and character skinning

Wang Cheng, Ren Cheng, Xiaoyong Lei, Shuling Dai
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引用次数: 9

Abstract

An articulated character skinning usually requires manual skeleton embedding and vertex weight painting. We propose a fast and automatic method for skeleton generation and character skinning. First, we segment the given character mesh by the sequential steps of NCV(normal characteristic value) computation, segment points refinement, and principal component analysis of segment clusters. Then, two types of joints and a skeleton are generated based on the mesh segmentation result. Furthermore, we compute weights of vertices influenced by skeleton automatically and then skinning the character mesh by skeleton driven and muscle pushing algorithm. Experimental results show that our method achieves both high visual quality and fast speed. It could be used in character animation and VR real time applications.
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自动骨架生成和角色蒙皮
铰接式角色蒙皮通常需要手工骨架嵌入和顶点权重绘制。提出了一种快速自动生成骨架和角色蒙皮的方法。首先,通过正常特征值(NCV)计算、片段点细化和片段聚类主成分分析的顺序步骤对给定的特征网格进行分割。然后,根据网格分割结果生成两种类型的关节和一个骨架。在此基础上,自动计算受骨架影响顶点的权重,并采用骨架驱动和肌肉推动算法对特征网格进行蒙皮。实验结果表明,该方法既具有较高的视觉质量,又具有较快的速度。它可以用于角色动画和VR实时应用。
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