Automatic Conversion of Human Mesh into Skeleton Animation by Using Kinect Motion

Abdul Razzaq, Zhongke Wu, Mingquan Zhou, Sajid Ali, Khalid Iqbal
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引用次数: 6

Abstract

Skeleton-base-animation methods have been commonly used in the character animations. The process of making skeleton for character animation is a long-winded task requiring manual tweaking. This paper presents a novel method to create an automatic animated skeleton from 3D human geometric model through mesh contraction. An automatically generated skeleton is animated by using Kinect captured human motion. The method first, extract a 1D curve-skeleton from the mesh through mesh contraction with constraints. Secondly, the hierarchical joint-based skeleton (armature) has been generated, using the extracted 1D curve-skeleton of the input mesh automatically. Third, the real-time human motion is captured by using the Kinect device. The Kinect captured motion also converts into a standard skeleton motion BVH (Biovision hierarchical) format. Finally, the Kinect motion is retargeted to animate the resulting skeleton of the mesh through joint mapping. The main objective of the proposed approach is to minimize labor-intensive process of skeleton adjustment for character animation. The results of a mesh generated skeleton and plausible skeleton animation to demonstrate the efficiency of the proposed work. The mesh generated skeleton and Kinect motion skeleton both can be directly useful for mesh skinning, mesh rigging, and motion retargeting to create satisfactory character animation. Studio and Blender. These packages require manual tweaking of the skeleton, such as bones and vertex weighting of character, manual creation of a skeleton hierarchy for getting desired animation effects. In present animation systems, object representation and its skeleton are disjointed, which often create problems in animation of the objects. The character animation based on skeleton still require experienced work and laborious process. To address these problems, a new framework has been proposed to generate an automatic animated skeleton from 3D human geometric mesh model. In this study, first extract a curve-skeleton from a polygon mesh by using mesh Laplican contractions. The extracted curve-skeleton is converted into a joint-based-skeleton automatically.This method is to make a skeleton, which has an accurate joint position, follow typology of the human skeleton. The flow of method divided into four phases. In first phase, mesh contraction has been applied to contract the given mesh model. The mesh contraction process preserves the original topology and connectivity of the mesh model. The mesh contraction process based on Laplacian smoothing with constraints. Contract the mesh iteratively until to obtain a 1D shape of that model. The 1D curve-skeleton is derived from the contracted mesh through edge contraction operation. The methods of Au et al. (4) used as starting point of the contracting mesh model. Second phase, present an automatic conversion of the refined curve-skeleton into a joint-based skeleton. Because the suitable extracted curve-skeleton should leave enough information for the overall structure, while maintaining a certain level of details for the model. The extracted
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利用Kinect运动将人体网格自动转换为骨骼动画
基于骨架的动画方法通常用于角色动画。为角色动画制作骨架的过程是一个冗长的任务,需要手动调整。提出了一种基于网格收缩的三维人体几何模型自动生成动画骨架的新方法。一个自动生成的骨架通过使用Kinect捕捉到的人体动作而动画化。该方法首先通过带约束的网格收缩,从网格中提取一维曲线骨架;其次,利用提取的输入网格的一维曲线骨架,自动生成基于分层关节的骨架(电枢);第三,利用Kinect设备实时捕捉人体动作。Kinect捕获的动作也转换成标准的骨骼运动BVH (Biovision分级)格式。最后,Kinect运动被重新定位,通过关节映射生成网格的骨架。提出的方法的主要目的是最大限度地减少角色动画的骨骼调整劳动密集型过程。网格生成的骨架和合理的骨架动画的结果证明了所提出的工作的效率。网格生成的骨架和Kinect运动骨架都可以直接用于网格蒙皮、网格索具和运动重定向,以创建令人满意的角色动画。工作室和搅拌机。这些包需要手动调整骨架,例如骨骼和角色的顶点权重,手动创建骨架层次结构以获得所需的动画效果。在目前的动画系统中,对象的表示和骨架是脱节的,这给对象的动画制作带来了很多问题。基于骨架的人物动画仍然需要经验丰富的工作和艰苦的过程。为了解决这些问题,提出了一种基于三维人体几何网格模型自动生成动画骨架的新框架。在本研究中,首先利用网格lapplican收缩法从多边形网格中提取曲线骨架。提取的曲线骨架自动转换为关节骨架。这种方法是使骨骼具有准确的关节位置,遵循人类骨骼的类型学。该方法的流程分为四个阶段。在第一阶段,网格收缩被用于收缩给定的网格模型。网格收缩过程保留了网格模型的原始拓扑结构和连通性。基于约束拉普拉斯平滑的网格收缩过程。迭代收缩网格,直到得到该模型的一维形状。通过边缘收缩运算,由收缩网格得到一维曲线骨架。采用Au等人(4)的方法作为收缩网格模型的起点。第二阶段,提出了将精细化的曲线骨架自动转换为基于关节的骨架。因为合适的提取曲线骨架应该为整体结构留下足够的信息,同时为模型保留一定程度的细节。提取的
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