dc.contributor.author | Pratscher, Michael | en_US |
dc.contributor.author | Coleman, Patrick | en_US |
dc.contributor.author | Laszlo, Joe | en_US |
dc.contributor.author | Singh, Karan | en_US |
dc.contributor.editor | D. Terzopoulos and V. Zordan and K. Anjyo and P. Faloutsos | en_US |
dc.date.accessioned | 2014-01-29T07:12:33Z | |
dc.date.available | 2014-01-29T07:12:33Z | |
dc.date.issued | 2005 | en_US |
dc.identifier.isbn | 1-59593-198-8 | en_US |
dc.identifier.issn | 1727-5288 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/SCA/SCA05/329-338 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Character modeling, Geometric deformation | en_US |
dc.title | Outside-In Anatomy Based Character Rigging | en_US |
dc.description.seriesinformation | Symposium on Computer Animation | en_US |