Paper: PDF (21 MB) | PDF (4 MB)
Presentation (SIGGRAPH Asia 2012): PDF (10 MB) | PDF with notes (10 MB) | Keynote '09 (18 MB) | PowerPoint with demo (97 MB)
Software: Rigmesh v1.01 (Windows, 8 MB)
Abstract:
The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this paper, we introduce algorithms and a user-interface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in real-time, and update the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. The rigs are compatible with the state-of-the-art character animation pipeline; they consist of a low-dimensional skeleton along with skin weights identifying the surface with bones of the skeleton.
Video (MP4, 18 MB):
Modeling the camel (MP4, 6 MB):
BibTeX (or see the ACM Digital Library entry):
@article{Borosan:2012:RAR, author = {Peter Borosan and Ming Jin and Doug DeCarlo and Yotam Gingold and Andrew Nealen}, title = {Rig{M}esh: Automatic Rigging for Part-Based Shape Modeling and Deformation}, journal = {ACM Transactions on Graphics (TOG)}, volume = {31}, number = {6}, pages = {198:1--198:9}, articleno = {198}, numpages = {9}, url = {http://doi.acm.org/10.1145/2366145.2366217}, doi = {10.1145/2366145.2366217}, year = {2012}, month = nov, publisher = {ACM Press}, address = {New York, NY, USA} }