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Pose and Skeleton-aware Neural IK for Pose and Motion Editing
Dhruv Agrawal, Martin Guay, Jakob Buhmann, Dominik Borer, Robert W. Sumner
Neural IK solver aware of skeleton topology and pose context, enabling fast and accurate pose and motion editing for character rigs.
Abstract
Posing a 3D character for film or game is an iterative and laborious process where many control handles (e.g. joints) need to be manipulated to achieve a compelling result. Neural Inverse Kinematics (IK) is a new type of IK that enables sparse control over a 3D character pose, and leverages full body correlations to complete the un-manipulated joints of the body. While neural IK is promising, current methods are not designed to preserve previous edits in posing workflows. Current models generate a single pose from the handles only, regardless of what was there previously, making it difficult to preserve any variations and hindering tasks such as pose and motion editing. In this paper, we introduce SKEL-IK, a novel architecture and training scheme that is conditioned on a base pose, and designed to flow information directly onto the skeletal graph structure, such that hard constraints can be enforced by blocking information flows at certain joints. As a result, we are able to satisfy both hard and soft constraints, as well as preserve un-manipulated parts of the body when desired. Finally, by controlling the base pose in different ways, we demonstrate the ability of our model to perform tasks such as generating variations and quickly editing poses and motions; with less erosion of the base poses compared to the current state-of-the-art.
How to read this
- Category
- Method: skeleton-aware neural inverse kinematics for pose/motion editing
- Contributions
- SKEL-IK, a neural IK architecture conditioned on a base pose so previous edits are preserved during posing workflows
- Information flow routed onto the skeletal graph, allowing hard constraints by blocking flow at chosen joints while satisfying soft constraints
- Preservation of un-manipulated body parts and support for pose and motion editing by controlling the base pose
- Context
- Builds on learned IK lineage such as Style-Based Inverse Kinematics (Grochow 2004), addressing prior neural-IK methods that ignore previous edits.Builds on: Style-Based Inverse Kinematics
- Correctness
- Targets the realistic workflow limitation that neural IK overwrites prior edits; benefits depend on the base-pose conditioning and graph-blocking design, so generalization across rigs should be confirmed.
- Clarity
- Moderately technical; a first pass conveys the base-pose-conditioned, graph-structured idea, a second pass clarifies the constraint-enforcement mechanics.
- How to read it
- First pass for the edit-preservation problem and the skeletal-graph blocking idea; second pass on the architecture and constraint handling if you build posing or IK tools.
Builds on
Built upon by
Nothing yet.
Related work
- SketchiMo: Sketch-based Motion Editing for Articulated Characters 2016 / SIGGRAPH
- SKEL-Betweener: a Neural Motion Rig for Interactive Motion Authoring 2024 / SIGGRAPH Asia
- How the Rig Design Impacts the Animation Process 2021 / DigiPro
- How to Train Your Dog: Neural Enhancement of Quadruped Animations 2021 / MIG
Keywords
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