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Raycast based auto-rigging method for humanoid meshes

Published:21 July 2013Publication History

ABSTRACT

In character animation, skeletons are used to animate meshes. Those skeletons are inserted inside the mesh after being drawn. This insertion, called rigging, is time consuming since it must be done for each mesh.

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References

  1. Baran, I. and Popovic, J., 2007. Automatic rigging and animation of 3d character. Proceedings of ACM SIGGRAPH 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Miller, C., Arikan, O., and Fussell, D., 2010. Frankenrigs: building character rigs from multiple sources. Proceedings of ACM SIGGRAPH 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  • Published in

    cover image ACM Conferences
    SIGGRAPH '13: ACM SIGGRAPH 2013 Posters
    July 2013
    115 pages
    ISBN:9781450323420
    DOI:10.1145/2503385

    Copyright © 2013 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 21 July 2013

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