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Automatic Generation of Skeleton Animation from 3D Human Mesh Model

机译:从3D人体网格模型自动生成骨骼动画

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The process of making skeleton for character animation is a long-winded task requiring manual tweaking. This paper presents a novel method to generate an automatic robust animated skeleton from 3D human geometric model. First, our method contracts the mesh by applying Laplacian-based mesh contractions with constraints. The mesh contraction process preserves the original topology and connectivity of the mesh model. The 1D curve-skeleton is extracted from contracted mesh by applying edge contraction. Second, an automatic hierarchical joint-based skeleton (armature) has been generated, using the refined extracted curve-skeleton obtained from input mesh. Third, 3D motion data of joints are retargeted on generated skeleton through joint mapping to evaluate the accuracy of the skeleton animation. The significance of our approach is to minimize the labor-intensive process of skeleton adjustments for character animation. An automatic generated skeleton can be directly used to mesh rigging, mesh skinning and retargeting to create satisfactory character animation. Finally, experiments have been carried out to generate a plausible skeleton from mesh and create animation of that skeleton.
机译:为角色动画制作骨骼的过程是一项艰巨的任务,需要手动调整。本文提出了一种从3D人体几何模型生成自动鲁棒动画骨架的新颖方法。首先,我们的方法通过应用带约束的基于拉普拉斯算子的网格收缩来收缩网格。网格收缩过程保留了网格模型的原始拓扑和连通性。通过应用边缘收缩从收缩的网格中提取一维曲线骨架。第二,使用从输入网格获得的精炼提取曲线骨架,生成了基于层次的自动分层关节骨架(电枢)。第三,通过关节贴图将关节的3D运动数据重新定位到生成的骨骼上,以评估骨骼动画的准确性。我们的方法的意义在于最大程度地减少用于角色动画的骨架调整的劳动密集型过程。自动生成的骨架可以直接用于网格装配,网格蒙皮和重新定位,以创建令人满意的角色动画。最后,已进行实验以从网格生成合理的骨骼并创建该骨骼的动画。

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