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Frankenrigs: building character rigs from multiple sources

Published: 19 February 2010 Publication History

Abstract

We present a new rigging and skinning method which uses a database of partial rigs extracted from a set of source characters. Given a target mesh and a set of joint locations, our system can automatically scan through the database to find the best-fitting body parts, tailor them to match the target mesh, and transfer their skinning information onto the new character. For the cases where our automatic procedure fails, we provide an intuitive set of tools to fix the problems. When used fully automatically, the system can generate results of much higher quality than a standard smooth bind, and with some user interaction, it can create rigs approaching the quality of artist-created manual rigs in a small fraction of the time.

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    cover image ACM Conferences
    I3D '10: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
    February 2010
    201 pages
    ISBN:9781605589398
    DOI:10.1145/1730804
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 19 February 2010

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    Author Tags

    1. character animation
    2. rig reuse
    3. rigging
    4. skinning

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    I3D '10
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    I3D '10: Symposium on Interactive 3D Graphics and Games
    February 19 - 21, 2010
    D.C., Washington

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    Overall Acceptance Rate 148 of 485 submissions, 31%

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    • (2021)Human body reconstruction from limited number of pointsComputer Animation and Virtual Worlds10.1002/cav.199532:5Online publication date: 8-Apr-2021
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