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Sampling-based Rig Conversion into Non-rigid Helper Bones

Published:25 July 2018Publication History
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Abstract

While 3D animation packages provide a wide variety of animation rigs for creating expressive skin animation, most interactive systems employ linear blend skinning for hard realtime computation. We propose a method for converting an arbitrary skeleton-driven deformer into a linear blend skinning-based helper bone rig. Our system builds the target rig by applying an example-based skinning technique that uses a minimal training dataset obtained from the source model by two-pass sampling of the skin deformation. The first uniform sampling analyzes the relationship between the rotation of each joint and the deformation of skin vertices. The second sampling composes a minimum training dataset by selecting important pose samples using novel geometrical measures. We also propose a skinning decomposition with similarity transformation algorithm for accurately approximating the non-rigid skin deformation behavior by helper bone transformations. Our experimental results demonstrate the proposed automated rig conversion into non-rigid helper bones from several skeleton-driven deformers, including Delta Mush deformers, corrective blendshapes, and virtual-muscle systems.

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    • Published in

      cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
      Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 1, Issue 1
      July 2018
      378 pages
      EISSN:2577-6193
      DOI:10.1145/3242771
      Issue’s Table of Contents

      Copyright © 2018 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 25 July 2018
      Published in pacmcgit Volume 1, Issue 1

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