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Anatomically Based Modeling
Builds animals from anatomical components, bones, muscles, and generalized tissue, and grows a deformable skin over them, an early template for muscle-driven character deformation.
Abstract
Presents a system for constructing and animating animals based on their anatomy. Bones, muscles, and generalized soft tissues are modeled as deformable primitives, with muscles as deformed cylinders and ellipsoids attached to the skeleton, and an elastic skin is generated over the underlying components and deforms as they move. The approach ties surface deformation to an anatomical substrate rather than to ad hoc skinning weights, an early step toward muscle- and anatomy-driven character deformation.
How to read this
- Category
- Method: anatomy-based animal modeling and deformation
- Contributions
- Models bones, muscles, and soft tissue as deformable anatomical primitives
- Grows an elastic skin over the components that deforms as they move
- Ties surface deformation to anatomy rather than ad hoc skinning weights
- Context
- Builds on layered character construction, pushing the skeleton-muscle-skin idea toward an anatomical substrate for deformation.Builds on: Layered Construction for Deformable Animated Characters
- Correctness
- A modeling framework more than a validated biomechanical model; muscles are approximate primitives, but the anatomy-drives-skin principle is sound.
- Clarity
- Clear and example-rich on animals; the component model is easy to follow.
- How to read it
- Read for the bones-muscles-skin layering and how the skin is grown and deformed; one careful pass.
Builds on
Built upon by
Nothing yet.
Related work
- Anatomy Transfer 2013 / SIGGRAPH Asia
- Data-driven Modeling of Skin and Muscle Deformation 2008 / SIGGRAPH
- Capture and Statistical Modeling of Arm-Muscle Deformations 2013 / CGF
- Layered Construction for Deformable Animated Characters 1989 / SIGGRAPH
Keywords
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