Skeleton-driven animation is popular by its simplicity and intuitive control of the limbs of a character. Linear blend skinning (LBS) is up to date the most efficient and simple deformation method; however, painting influence skinning weights is not intuitive, and it suffers the candy-wrapper artifact. In this paper, we propose an approach based on mesh segmentation for skinning and skeleton-driven computer animation. We propose a novel and fast method, based in watershed segmentation to deal with characters in T-Pose and arbitrary poses, a simple weight assign algorithm based in the rigid skinning obtained with the segmentation algorithm for the LBS deformation method, and finally, a modified version of the LBS that avoids the loss of volume in twist rotations using the segmentation stage output values. ; Peer Reviewed ; Postprint (author's final draft)


    Zugriff

    Download


    Exportieren, teilen und zitieren



    Position-based Skinning for Soft Articulated Characters

    ABU RUMMAN, NADINE / FRATARCANGELI, Marco | BASE | 2015

    Freier Zugriff

    A linear framework for character skinning

    Merry, Bruce | BASE | 2007

    Freier Zugriff

    Rigid urethane self-skinning foam bin

    FRANKENBERG JASON | Europäisches Patentamt | 2017

    Freier Zugriff

    Rigid urethane self-skinning foam dolly

    FRANKENBERG JASON | Europäisches Patentamt | 2015

    Freier Zugriff

    Rigid Urethane Self-Skinning Foam Cart Assembly

    FRANKENBERG JASON | Europäisches Patentamt | 2016

    Freier Zugriff