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In the animation, the process of rigging a character is an
elaborated and time consuming task. The rig is developed for a specific
character, and it can not be reused in other meshes. In this paper we
present a method to automatically adjust a human-like character rig to
an arbitrary human-like 3D mesh, using a extracted skeleton obtained
from the input mesh. Our method is based on the selection and extraction
of feature points, to find an equivalence between an extracted skeleton
and the animation rig.
CitacióSusín, A.; Lligadas, X.; Ramirez, J. Automatic adjustment of rigs to extracted skeletons. A: Conference on Articulated Motion and Deformable Objects. "V Conference on Articulated Motion and Deformable Objects". Mallorca: 2008, p. 409-418.