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Abstract
This paper proposes an automatic algorithm to generate an inverse
kinematic (IK) skeleton for 3D characters. First, a curve skeleton is
extracted from the volume inside the character mesh. The extracted
curve skeleton is then analyzed and classified by comparing it with
the characteristics of templates for real animals. The outcome of
this classification step is an associated class for the given 3D character
model, together with the meaning of each skeleton segment.
Next, each bone of the template skeleton is located in the appropriate
skeleton segment of the input skeleton graph. Unlike previous
methods, this algorithm does not require an original 3D character
model that is created with a restricted pose, topology and orientation.
Furthermore, all stages of the process are completed without
user intervention.
CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional
Graphics and Realism—Animation;
Keywords: automatic rigging, skeleton, animation, template
1 Introduction
Rigging is a laborious process, usually involving skilled users. Automatic
rigging algorithms are being developed to overcome this
problem. Template-based automatic rigging algorithm[Aujay et al.
2007; Baran and Popovi´c 2007] is one of several approaches which
are used to automatically generate an IK skeleton. A predefined
template skeleton is located on the extracted curve skeleton to create
an IK skeleton. Several items of information about each joint
of the template skeleton can then be transferred to the created IK
skeleton via this correspondence. Although previous works have
described the correct generation of an IK skeleton, user intervention
is still required.
Our proposed method also uses the strategy of a template-based algorithm.
The input 3D model is classified by using several features
of the symmetry axis of the input curve skeleton and all symmetry
junctions on that axis. Classification***les are developed from the
general characteristics of each character type. The method also extracts
the anatomical meaning of each curve-skeleton segment. The
template skeleton is then located by using the classification result
without user intervention. Moreover, our classification***les are not
restricted to a specific pose or orientation for the given 3D model,
because all of features used in the***les are local geometry features
which are invariant against pose and orientation.
2 The Proposed Method
The first step involves extracting a curve skeleton from the input
3D model. In this paper, we use our previously developed skeletongrowing
algorithm[Pantuwong and Sugimoto 2010], because this
skeleton-growing process can deliver a clean curve skeleton that
does not require any postprocessing such as a ***ning algorithm.
The proposed method uses the number of symmetry junctions, i.e.,
junctions of legs or arms, as criteria for the classification. However,
the symmetry segments may not always connect to the symmetry |
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