“Methods for fast skeleton sketching”

  • ©Martin Poirier and Eric Paquette

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Title:

    Methods for fast skeleton sketching

Session/Category Title:   Character Animation and Rigging


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Abstract:


    Rigging characters for animation is a tedious task traditionally accomplished by extrusions of joints and direct bone manipulations. This work introduces different methods and concepts for a fast and effective sketching interface for skeleton creation. Unlike previous work on sketching motion paths [Thorne et al. 2004] or spline deformation [Blanco and Oliveira 2008], this is a direct way to create and adapt complex deformation skeletons on any character.

References:


    1. Blanco, F. R., and Oliveira, M. M. 2008. Instant mesh deformation. In I3D ’08: Proceedings of the 2008 symposium on Interactive 3D graphics and games, ACM, 71–78.
    2. Thorne, M., Burke, D., and van de Panne, M. 2004. Motion doodles: an interface for sketching character motion. ACM Trans. Graph. 23, 3, 424–431.


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