“Raycast based auto-rigging method for humanoid meshes” by Lopez and Poirel

  • ©Romain Lopez and Christophe Poirel

  • ©Romain Lopez and Christophe Poirel

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Entry Number: 86

Title:

    Raycast based auto-rigging method for humanoid meshes

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Abstract:


    In character animation, skeletons are used to animate meshes. Those skeletons are inserted inside the mesh after being drawn. This insertion, called rigging, is time consuming since it must be done for each mesh.

References:


    1. Baran, I. and Popovic, J., 2007. Automatic rigging and animation of 3d character. Proceedings of ACM SIGGRAPH 2007.
    2. Miller, C., Arikan, O., and Fussell, D., 2010. Frankenrigs: building character rigs from multiple sources. Proceedings of ACM SIGGRAPH 2010.


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