Abstract / Description of output
We propose a general, real-time solution to the inversion of the rig
function - the function which maps animation data from a character’s
rig to its skeleton. Animators design character movements in
the space of an animation rig, and a lack of a general solution for
mapping motions from the skeleton space to the rig space keeps the
animators away from the state-of-the-art character animation methods,
such as those seen in motion editing and synthesis. Our solution
is to use non-linear regression on sparse example animation
sequences constructed by the animators, to learn such a mapping
offline. When new example motions are provided in the skeleton
space, the learned mapping is used to estimate the rig space values
that reproduce such a motion. In order to further improve the
precision, we also learn the derivative of the mapping, such that
the movements can be fine-tuned to exactly follow the given motion.
We test and present our system through examples including
full-body character models, facial models and deformable surfaces.
With our system, animators have the freedom to attach any motion
synthesis algorithms to an arbitrary rigging and animation pipeline,
for immediate editing. This greatly improves the productivity of
3D animation, while retaining the flexibility and creativity of artistic
input.
Original language | English |
---|---|
Title of host publication | SCA '15 Proceedings of the 14th ACM SIGGRAPH / Eurographics Symposium on Computer Animation |
Publisher | ACM |
Pages | 165-173 |
Number of pages | 9 |
ISBN (Print) | 978-1-4503-3496-9 |
DOIs | |
Publication status | Published - 2015 |