← ArchivePaper2015
Avatar Reshaping and Automatic Rigging Using a Deformable Model
Reshapes body scans to human proportions and auto-rigs them into skinned virtual characters using a SCAPE deformable model.
Abstract
This work presents a system for generating animatable virtual avatars from a single 3D human body scan by fitting a SCAPE-based morphable model and transferring high quality rigging onto the scan. A simplified SCAPE model with linear blend skinning is fit to the input scan via an ICP-style pose and shape optimization, after which skeleton joints are transferred using mean-value coordinates and skin binding weights are propagated using harmonic interpolation for smooth deformation. The system also lets users interactively reshape and resize the scan along semantic body attributes such as height and weight by exploring the body shape space and applying deformation transfer. The resulting rigs show superior skin deformation quality compared to generic single-mesh auto-rigging methods such as Pinocchio.
How to read this
- Category
- System: automatic rigging and reshaping of body scans into animatable avatars
- Contributions
- Fitting a simplified SCAPE-based morphable model with linear blend skinning to a single 3D body scan via ICP-style pose and shape optimization
- Skeleton joint transfer using mean-value coordinates and skin weight propagation by harmonic interpolation
- Interactive reshaping along semantic attributes such as height and weight via body-shape-space exploration and deformation transfer
- Context
- Combines morphable-model fitting with auto-rigging in the lineage of 'Automatic Rigging and Animation of 3D Characters' (Pinocchio), using a SCAPE-based deformable model as the prior.Builds on: Automatic Rigging and Animation of 3D Characters
- Correctness
- Quality of rig and reshaping rests on how well the SCAPE-based template fits the input scan; the work reports superior skin deformation versus generic single-mesh auto-rigging like Pinocchio, but it targets human bodies from clean single scans, so results outside that regime are not claimed.
- Clarity
- Accessible as a system description; a first pass conveys the pipeline, a second pass details each fitting and transfer step.
- How to read it
- Read as a pipeline: first pass for the fit then transfer then reshape flow; do a second pass on the joint and weight transfer if you want to reproduce the rigging quality.
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Related work
- Automatic Rigging and Animation of 3D Characters 2007 / SIGGRAPH
- Geodesic Voxel Binding for Production Character Meshes 2013 / SCA
- Animation Setup Transfer for 3D Characters 2016 / CGF
- Dyna: A Model of Dynamic Human Shape in Motion 2015 / SIGGRAPH
Keywords
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