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Adjusting Animation Rigs to Human-Like 3D Models

机译:将动画装备调整为类似于人类的3D模型

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In the animation process of a human-like 3D model, a skeleton must be specified to define the model's surface deformation of its limbs. Nowadays the skeleton specification is hand made and very time consuming task. In this paper we propose a novel semi-automatic method for rigging a 3D model in an arbitrary pose using a skeleton defined in an animation datafile with no specific initial pose. First a skeleton is extracted from the voxelizated model, this skeleton is refined and transformed into a tree-data structure. Because the 3D model can be in an arbitrary pose, user interaction is required to select the five limbs correspondence (head, hands and feet), and finally a skeleton taken from an animation data file or a external source is adjusted to the geometric skeleton.
机译:在类似于人的3D模型的动画处理过程中,必须指定骨骼以定义模型四肢的表面变形。如今,骨架规格是手工制作的,非常耗时。在本文中,我们提出了一种新颖的半自动方法,该方法使用动画数据文件中定义的骨架(没有特定的初始姿势)以任意姿势装配3D模型。首先,从体素化模型中提取骨骼,然后将其精炼并转换为树数据结构。由于3D模型可以处于任意姿势,因此需要用户交互来选择五个肢体对应关系(头部,手和脚),最后将从动画数据文件或外部源获取的骨骼调整为几何骨骼。

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