Publication | Closed Access
Physically based rigging for deformable characters
74
Citations
37
References
2005
Year
Unknown Venue
EngineeringDynamic Elastic BodiesMechanical EngineeringComputer AnimationComputer-aided DesignStructural OptimizationComputational MechanicsPhysical DynamicsKinesiologySoft RoboticsMechanicsBiomechanicsKinematicsComputational GeometryHealth SciencesGeometric ModelingElastic DynamicsMotion SynthesisDeformable CharactersDeformation ReconstructionPhysically Based AnimationMechanical SystemsRoboticsCharacter Animation
In this paper we introduce a framework for instrumenting ("rigging") characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animator. Because the shape of such a character is determined by physical dynamics, the rigging system cannot simply dictate the shape as in traditional animation. For this reason, we introduce forces as the building blocks of rigging. Rigging forces guide the shape of the character, but are combined with other forces during simulation. Forces have other desirable features: they can be combined easily and simulated at any resolution, and since they are not tightly coupled with the surface geometry, they can be more easily transferred from one model to another. Our framework includes a new pose-dependent linearization scheme for elastic dynamics, which ensures a correspondence between forces and deformations, and at the same time produces plausible results at interactive speeds. We also introduce a novel method of handling collisions around creases.
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