Figure 1: Starting from a character skeleton and mesh (A), which may contain degenerate geometry (in red) (B), we voxelize the mesh using graphics hardware (C), and compute bind weights using geodesic distances from each bone (D). Resulting weights are applied to existing closed-form skinning methods to deform character geometry (E). AbstractWe propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend skinning. Our method is designed to work with production meshes that may contain non-manifold geometry, be non-watertight, have intersecting triangles, or be comprise of multiple connected components. Starting from a character rest pose mesh and skeleton hierarchy, we first voxelize the input geometry. The resulting voxelization is then used to calculate binding weights, based on the geodesic distance between each voxel lying on a skeleton "bone" and all non-exterior voxels. This yields smooth weights at interactive rates, without time-constants, iteration parameters, or costly optimization at bind or pose time. By decoupling weight assignment from distance computation we make it possible to modify weights interactively, at pose time, without additional pre-processing or computation. This allows artists to assess impact of weight selection in the context in which they are used.
We propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend or dual quaternion skinning. Our method is designed to work with production meshes that may contain non-manifold geometry, be non-watertight, have intersecting triangles, or be comprised of multiple connected components. Starting from a character rest pose mesh and skeleton hierarchy, we first voxelize the input geometry. The resulting sparse voxelization is then used to calculate binding weights, based on the geodesic distance between each voxel lying on a skeleton "bone" and all non-exterior voxels. This yields smooth weights at interactive rates, without time-constants, iteration parameters, or costly optimization at bind or pose time. By decoupling weight assignment from distance computation we make it possible to modify weights interactively, at pose time, without additional pre-processing or computation. This allows artists to assess impact of weight selection in the context in which they are used.
Figure 1: Our approach transfers the animation setup from a rigged source character to target character meshes. Using a geometric correspondence, it retargets the skeleton and the skinning weights to animate the target static meshes. AbstractWe present a general method for transferring skeletons and skinning weights between characters with distinct mesh topologies. Our pipeline takes as inputs a source character rig (consisting of a mesh, a transformation hierarchy of joints, and skinning weights) and a target character mesh. From these inputs, we compute joint locations and orientations that embed the source skeleton in the target mesh, as well as skinning weights to bind the target geometry to the new skeleton. Our method consists of two key steps. We first compute the geometric correspondence between source and target meshes using a semi-automatic method relying on a set of markers. The resulting geometric correspondence is then used to formulate attribute transfer as an energy minimization and filtering problem. We demonstrate our approach on a variety of source and target bipedal characters, varying in mesh topology and morphology. Several examples demonstrate that the target characters behave well when animated with either forward or inverse kinematics. Via these examples, we show that our method preserves subtle artistic variations; spatial relationships between geometry and joints, as well as skinning weight details, are accurately maintained. Our proposed pipeline opens up many exciting possibilities to quickly animate novel characters by reusing existing production assets.
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