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Outside-in anatomy based character rigging

Published: 29 July 2005 Publication History

Abstract

For believable character animation, skin deformation should communicate important deformation effects due to underlying muscle movement. Anatomical models that capture these effects are typically constructed from the inside out. Internal tissue is modeled by hand and a surface skin is attached to, or generated from, the internal structure. This paper presents an outside-in approach to anatomical modeling, in which we generate musculature from a predefined structure, which we conform to an artist--sculpted skin surface. Motivated by interactive applications, we attach the musculature to an existing control skeleton and apply a novel geometric deformation model to deform the skin surface to capture important muscle motion effects. Musculoskeletal structure can be stored as a template and applied to new character models. We illustrate the methodology, as integrated into a commercial character animation system, with examples driven by both keyframe animation and recorded motion data.

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      cover image ACM Conferences
      SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
      July 2005
      366 pages
      ISBN:1595931988
      DOI:10.1145/1073368
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 29 July 2005

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      SCA05: Symposium on Computer Animation
      July 29 - 31, 2005
      California, Los Angeles

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      Overall Acceptance Rate 183 of 487 submissions, 38%

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      • (2021)Interactive modelling of volumetric musculoskeletal anatomyACM Transactions on Graphics10.1145/3450626.345976940:4(1-13)Online publication date: 19-Jul-2021
      • (2018)High Performance Automatic Character Skinning Based on Projection Distance3D Research10.1007/s13319-018-0160-49:1(1-8)Online publication date: 1-Mar-2018
      • (2017)Dynamic skin deformation simulation using musculoskeletal model and soft tissue dynamicsComputational Visual Media10.1007/s41095-016-0065-13:1(49-60)Online publication date: 17-Mar-2017
      • (2015)DynaACM Transactions on Graphics10.1145/276699334:4(1-14)Online publication date: 27-Jul-2015
      • (2015)SecondSkinACM Transactions on Graphics10.1145/276694834:4(1-10)Online publication date: 27-Jul-2015
      • (2015)Multi-layer Lattice Model for Real-Time Dynamic Character DeformationComputer Graphics Forum10.1111/cgf.1274934:7(99-109)Online publication date: 1-Oct-2015
      • (2013)A Method of Muscular Modeling at the Muscle Fascicle LevelJournal of the Japan Society for Precision Engineering10.2493/jjspe.79.126579:12(1265-1270)Online publication date: 2013
      • (2013)Modeling and Simulating Virtual Anatomical Humans3D Multiscale Physiological Human10.1007/978-1-4471-6275-9_6(137-164)Online publication date: 24-Dec-2013
      • (2012)An Analytical Approach to Dynamic Skin Deformation of Character AnimationExpanding the Frontiers of Visual Analytics and Visualization10.1007/978-1-4471-2804-5_20(363-374)Online publication date: 2012
      • (2011)Automatic skeleton generation and character skinning2011 IEEE International Symposium on VR Innovation10.1109/ISVRI.2011.5759655(299-304)Online publication date: Mar-2011
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