Auto-rigging 3D Bipedal Characters in Arbitrarily Poses

Jeonghwan Kim, Hyeontae Son, Ji-Sang Bae, Y. Kim
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Abstract

We present an end-to-end algorithm that can automatically rig a given 3D character such that it is ready for 3D animation. The animation of a virtual character requires the skeletal motion defined with bones and joints, and the corresponding deformation of the mesh represented with skin weights. While the conventional animation pipeline requires the initial 3D character to be in the predefined default pose, our pipeline can rig a 3D character in arbitrary pose. We handle the increased ambiguity by fixing the skeletal topology and solving for the full deformation space. After the skeletal positions and orientations are fully discovered, we can deform the provided 3D character into the default pose, from which we can animate the character with the help of recent motion-retargeting techniques. Our results show that we can successfully animate initially deformed characters, which was not possible with previous works. CCS Concepts • Computing methodologies → Motion processing; 3D imaging; Neural networks;
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自动装配3D双足人物在任意姿势
我们提出了一种端到端算法,可以自动设置给定的3D角色,使其为3D动画做好准备。虚拟角色的动画需要由骨骼和关节定义的骨骼运动,以及由皮肤权重表示的相应网格变形。虽然传统的动画管道要求初始3D角色处于预定义的默认姿势,但我们的管道可以在任意姿势中装配3D角色。我们通过固定骨架拓扑和求解全变形空间来处理增加的模糊性。在骨骼位置和方向被完全发现后,我们可以将提供的3D角色变形为默认姿势,从中我们可以借助最近的运动重定向技术来动画角色。我们的研究结果表明,我们可以成功地为最初变形的角色制作动画,这在以前的作品中是不可能的。•计算方法→运动处理;3 d成像;神经网络;
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