← ArchivePaper2017
Sparse Rig Parameter Optimization for Character Animation
Jaewon Song, Roger Blanco I Ribiera, Kyungmin Cho, Mi You Seoul, J P Lewis, Byungkuk Choi, Junyong Noh
Optimization method for computing sparse rig parameter values that reproduce animator-specified poses with minimal parameter usage.
Abstract
Proposes motion retargeting to artist-friendly rig space by optimizing sparse parameters that minimize source motion error while maintaining editability. Uses intermediate object to transfer motion from various sources to production rigs, with sparsity regularization to activate only necessary controls and keyframe extraction for efficient editing.
How to read this
- Category
- Method: an optimization for motion retargeting into rig space
- Contributions
- Optimizes sparse rig parameter values that reproduce a target pose or motion with minimal source error
- Uses an intermediate object to transfer motion from varied sources onto production rigs
- Adds sparsity regularization to activate only necessary controls plus keyframe extraction for editable output
- Context
- Relates to learning inverse rig mappings for character animation (e.g. Holden et al.'s Learning an Inverse Rig Mapping), but emphasizes sparsity and editability so the retargeted result stays artist-friendly.Builds on: Learning an Inverse Rig Mapping for Character Animation
- Correctness
- Assumes that a sparse activation of controls can adequately reproduce the source motion while preserving editability; the value depends on the chosen sparsity regularizer and on the rigs tested, so a reader should weigh reconstruction error against the cleanliness of the resulting curves.
- Clarity
- Moderately technical; a first pass conveys the goal (sparse, editable retargeting), a second pass is needed for the optimization formulation.
- How to read it
- First pass for the problem framing (sparsity plus editability); do a second pass on the objective and the sparsity term if you care about clean retargeted keyframes.
Builds on
Built upon by
Nothing yet.
Related work
- MoRig: Motion-Aware Rigging of Character Meshes from Point Clouds 2022 / SIGGRAPH Asia
- Learning an Inverse Rig Mapping for Character Animation 2015 / SCA
- Mobilizing Mocap, Motion Blending, and Mayhem: Rig Interoperability for Crowd Simulation on Incredibles 2 2018 / SIGGRAPH
- 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 →