← ArchivePaper2015
Learning an Inverse Rig Mapping for Character Animation
Neural network inverts the rig function, mapping low-level joint positions or surface geometry back to animator-friendly rig control values in real time.
Abstract
This paper presents a real-time method for inverting the rig function, the mapping from a character's animation rig controls to its underlying skeleton or mesh. Treating the rig as a black box, the approach uses Gaussian Process Regression with a multiquadric kernel to learn an offline approximation of the inverse mapping from sparse animator-constructed example poses, and additionally learns the Jacobian of the rig function so results can be refined via gradient descent to accurately match target joint positions. Because the mapping is learned from animator data, the predicted rig parameters resemble settings an animator would naturally choose rather than drifting to undesirable configurations. The method is general and applies to quadruped, biped, deformable mesh, and facial rigs, enabling motion capture, motion editing, and full-body inverse kinematics to be applied to rigged characters for immediate editing.
How to read this
- Category
- Method: learned inverse-rig mapping for animation
- Contributions
- Treats the rig as a black box and learns an offline approximation of its inverse with Gaussian Process Regression using a multiquadric kernel.
- Learns the Jacobian of the rig function so predictions can be refined by gradient descent to match target joint positions.
- Generalizes across quadruped, biped, deformable-mesh and facial rigs, enabling mocap, motion editing and full-body IK on rigged characters.
- Context
- A data-driven take on rig inversion and inverse kinematics, learning the mapping from sparse animator-built example poses rather than hand-deriving it.
- Correctness
- Quality hinges on having representative animator example poses and a learnable inverse; the GPR fit plus Jacobian refinement is what keeps predictions animator-like, so coverage of the pose space and rig nonlinearity are the things to watch.
- Clarity
- Accessible at a high level; a first pass conveys the inverse-rig idea, do a second pass for the GPR kernel and Jacobian-refinement formulation.
- How to read it
- First pass for the black-box-inverse framing and why animator-data priors matter; second pass on the regression plus gradient-descent refinement if you intend to reimplement.
Builds on
Nothing in the archive, this is a starting point.
Related work
- SketchiMo: Sketch-based Motion Editing for Articulated Characters 2016 / SIGGRAPH
- Retargeting Motion to New Characters 1998 / SIGGRAPH
- Position Manipulation Techniques for Facial Animation 2016 / PhD Thesis
- Normalized Euclidean Distance Matrices for Human Motion Retargeting 2017 / MIG
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →