Automatic rigging and animation of 3D characters

Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adap...

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Bibliographic Details
Main Authors: Baran, Ilya, Popovic, Jovan
Other Authors: Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
Format: Article
Language:en_US
Published: Association for Computing Machinery (ACM) 2015
Online Access:http://hdl.handle.net/1721.1/100396
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author Baran, Ilya
Popovic, Jovan
author2 Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
author_facet Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
Baran, Ilya
Popovic, Jovan
author_sort Baran, Ilya
collection MIT
description Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character. Because a single skeleton can be used with a wide range of characters, our method, in conjunction with a library of motions for a few skeletons, enables a user-friendly animation system for novices and children. Our prototype implementation, called Pinocchio, typically takes under a minute to rig a character on a modern midrange PC.
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spelling mit-1721.1/1003962022-09-23T09:48:28Z Automatic rigging and animation of 3D characters Baran, Ilya Popovic, Jovan Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory Baran, Ilya Popovic, Jovan Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character. Because a single skeleton can be used with a wide range of characters, our method, in conjunction with a library of motions for a few skeletons, enables a user-friendly animation system for novices and children. Our prototype implementation, called Pinocchio, typically takes under a minute to rig a character on a modern midrange PC. Solidworks Corporation National Science Foundation (U.S.). Graduate Research Fellowship 2015-12-16T18:02:34Z 2015-12-16T18:02:34Z 2007-07 Article http://purl.org/eprint/type/ConferencePaper 07300301 http://hdl.handle.net/1721.1/100396 Ilya Baran and Jovan Popovic. 2007. Automatic rigging and animation of 3D characters. ACM Trans. Graph. 26, 3, Article 72 (July 2007). en_US http://dx.doi.org/10.1145/1276377.1276467 ACM Transactions on Graphics Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. application/pdf Association for Computing Machinery (ACM) MIT web domain
spellingShingle Baran, Ilya
Popovic, Jovan
Automatic rigging and animation of 3D characters
title Automatic rigging and animation of 3D characters
title_full Automatic rigging and animation of 3D characters
title_fullStr Automatic rigging and animation of 3D characters
title_full_unstemmed Automatic rigging and animation of 3D characters
title_short Automatic rigging and animation of 3D characters
title_sort automatic rigging and animation of 3d characters
url http://hdl.handle.net/1721.1/100396
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