SkinMixer: Blending 3D Animated Models

S. Nuvoli, N. Pietroni, Paolo Cignoni, R. Scateni, M. Tarini
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引用次数: 1

Abstract

We propose a novel technique to compose new 3D animated models, such as videogame characters, by combining pieces from existing ones. Our method works on production-ready rigged, skinned, and animated 3D models to reassemble new ones. We exploit mix-and-match operations on the skeletons to trigger the automatic creation of a new mesh, linked to the new skeleton by a set of skinning weights and complete with a set of animations. The resulting model preserves the quality of the input meshings (which can be quad-dominant and semi-regular), skinning weights (inducing believable deformation), and animations, featuring coherent movements of the new skeleton. Our method enables content creators to reuse valuable, carefully designed assets by assembling new ready-to-use characters while preserving most of the hand-crafted subtleties of models authored by digital artists. As shown in the accompanying video, it allows for drastically cutting the time needed to obtain the final result.
SkinMixer:混合3D动画模型
图1所示。我们的技术在行动中混合和匹配动画蒙皮模型。两个生产就绪的视频游戏模型,包括半规则的四主导网格hm0,1,一组蒙皮重量sw0,1,骨架S0,1和一组关键帧动画A0,1,被自动混合成一个完全装备的模型,由半规则的统一网格mr,骨架SR,蒙皮重量swr,和一组新的兼容动画AR。用户只需选择要合并的骨架部分(植根于红点的灰色区域中的子树),就可以直观地指定此过程。
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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