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dc.contributor.authorPratscher, Michaelen_US
dc.contributor.authorColeman, Patricken_US
dc.contributor.authorLaszlo, Joeen_US
dc.contributor.authorSingh, Karanen_US
dc.contributor.editorD. Terzopoulos and V. Zordan and K. Anjyo and P. Faloutsosen_US
dc.date.accessioned2014-01-29T07:12:33Z
dc.date.available2014-01-29T07:12:33Z
dc.date.issued2005en_US
dc.identifier.isbn1-59593-198-8en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA05/329-338en_US
dc.description.abstractFor 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Character modeling, Geometric deformationen_US
dc.titleOutside-In Anatomy Based Character Riggingen_US
dc.description.seriesinformationSymposium on Computer Animationen_US


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