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  4. Skeleton-driven Animation Transfer
 
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Skeleton-driven Animation Transfer

Date Issued
2004
Date
2004
Author(s)
Luo, Wan-Chi
DOI
en-US
URI
http://ntur.lib.ntu.edu.tw//handle/246246/53853
Abstract
As the fundamental building blocks of movies, networking computer games, and simulation systems, 3D models have become an important part of our daily life recently. The common solution for driving a 3D model move is building a skeleton and setting the binding weight for it by artist, and then key-pose editing is necessary. Even when we want to create the same motion sequence for different 3D models, we still have to repeat the process. So it is very lengthy and time consuming to create an imposing scene such as full of soldiers or dancers. Hence we propose an efficient system to clone a skeleton-driven model to another new character in this paper. To clone the motion of a source model, which motion is driven by its skeleton, to another one, the basic idea is that we have to construct the same skeleton structure for the target model. Since the motion data is always saved as the attributes of the vertices, in order to transfer the skeleton and all of the motion data to the target model, we utilize surface parameterization to find the correspondence of all vertices between source and target models. Using this correspondence, we also can transfer the information including color, texture, skeleton and binding weight from the source model to the target one. The whole process was abstracted as follows. First, the user needs to dissect both of the two models into homologous patches and manually mark some common features of them. Since the patches dissected from the two models are disk-like, they can be mapped to a plane using discrete conformal mapping. In order to compute better correspondences between a pair of homologous patches, we use a foldover-free warping scheme to align those features. Then the correspondence of all vertices can be obtained by overlaying the two aligned embeddings. To transfer a skeleton, we select two vertices as the markers for each joint of the skeleton and remember their numerical relation to the joint. Because of the consistent correspondence, we can reconstruct the skeleton of the same structure for target model. Once the motion data is transferred, our system can clone the motion from the source model to the target one. Our system aimed at speeding up and facilitating the process of cloning animation to different 3D models. We can efficiently transfer skeleton and binding weight by only mark few vertices manually. Our system can convert transferred motion data to the Maya file format, so that the artists can refine the cloned key poses in Maya.
Subjects
三維立體模型
動作
骨幹
轉移
skeleton
animation
3D model
transfer
Type
thesis
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ntu-93-R91922015-1.pdf

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