Transplanting and Editing Animations on Skinned Meshes

Yuntao Jia, Wei-Wen Feng, Yizhou Yu
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引用次数: 1

Abstract

Skinned Mesh Animation (SMA) well approximates a mesh animation with extracted bones and their transformations. However, unlike skeleton, bones in SMA are not organized in hierarchies, thus they need mesh dependent translation vectors which prevent other sources of motion (i.e. skeletal animations, MoCAP, SMAs etc) from being applied to the skinned mesh. In this paper, we propose a new and fast method to transplant motion to skinned meshes. By efficiently solving a linear least-squares system, we can compute new translation vectors which enable the motion to work on the skinned mesh. Based on the same idea, we have also devised a SMA editing tool which allows users to edit frames of the SMA interactively. Furthermore, the editing can be propagated to all subsequent frames.
移植和编辑动画蒙皮网格
蒙皮网格动画(SMA)很好地近似网格动画与提取骨头和他们的转换。然而,与骨骼不同的是,SMA中的骨骼不是按层次组织的,因此它们需要依赖于网格的平移向量,以防止其他运动源(即骨骼动画,动作捕捉,SMA等)被应用于蒙皮网格。在本文中,我们提出了一种新的快速的方法来移植运动到蒙皮网格。通过有效地求解线性最小二乘系统,我们可以计算新的平移向量,使运动能够在蒙皮网格上工作。基于同样的思想,我们还设计了一个SMA编辑工具,允许用户交互式地编辑SMA的帧。此外,编辑可以传播到所有后续帧。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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