从例子中建立高效,准确的角色皮肤

Alex Mohr, Michael Gleicher
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引用次数: 327

摘要

好的角色动画需要令人信服的皮肤变形,包括微妙和细节,如肌肉凸起。这种效果通常是在商业动画包中创建的,它提供了非常通用和强大的工具。虽然这些系统对美工来说方便而灵活,但这种普遍性往往会导致角色计算缓慢或需要大量内存,因此无法用于互动系统。相反,交互系统将美工限制在特定的角色变形模型中,这种模型既快速又节省内存,但很难创建,而且可能会受到许多变形工件的影响。本文提出了一个自动化框架,允许角色美术师在高端系统中使用完整的工具来为交互系统创建角色。我们的方法从动画系统中的任意操纵角色开始。导出一组示例,由与变形几何配对的骨架配置组成,作为静态网格。使用这些例子,我们拟合变形模型的参数,该模型最接近原始数据,但仍保持快速计算和紧凑的内存。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Building efficient, accurate character skins from examples
Good character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems are convenient and flexible for artists, the generality often leads to characters that are slow to compute or that require a substantial amount of memory and thus cannot be used in interactive systems. Instead, interactive systems restrict artists to a specific character deformation model which is fast and memory efficient but is notoriously difficult to author and can suffer from many deformation artifacts. This paper presents an automated framework that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems. Our method starts with an arbitrarily rigged character in an animation system. A set of examples is exported, consisting of skeleton configurations paired with the deformed geometry as static meshes. Using these examples, we fit the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory.
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