• DocumentCode
    182786
  • Title

    Automatic Generation of Skeleton Animation from 3D Human Mesh Model

  • Author

    Razzaq, Abdul ; Zhongke Wu ; Mingquan Zhou ; Ali, Shady ; Iqbal, Kamran

  • Author_Institution
    Eng. Res. Center of Virtual Reality & Applic., Beijing, China
  • fYear
    2014
  • fDate
    6-8 Oct. 2014
  • Firstpage
    130
  • Lastpage
    136
  • Abstract
    The process of making skeleton for character animation is a long-winded task requiring manual tweaking. This paper presents a novel method to generate an automatic robust animated skeleton from 3D human geometric model. First, our method contracts the mesh by applying Laplacian-based mesh contractions with constraints. The mesh contraction process preserves the original topology and connectivity of the mesh model. The 1D curve-skeleton is extracted from contracted mesh by applying edge contraction. Second, an automatic hierarchical joint-based skeleton (armature) has been generated, using the refined extracted curve-skeleton obtained from input mesh. Third, 3D motion data of joints are retargeted on generated skeleton through joint mapping to evaluate the accuracy of the skeleton animation. The significance of our approach is to minimize the labor-intensive process of skeleton adjustments for character animation. An automatic generated skeleton can be directly used to mesh rigging, mesh skinning and retargeting to create satisfactory character animation. Finally, experiments have been carried out to generate a plausible skeleton from mesh and create animation of that skeleton.
  • Keywords
    Laplace equations; computer animation; mesh generation; solid modelling; 3D human geometric model; 3D human mesh model; 3D motion data; Laplacian-based mesh contraction; armature; automatic generated skeleton; automatic generation; automatic hierarchical joint-based skeleton; automatic robust animated skeleton; character animation; contracted mesh; curve-skeleton; edge contraction; joint mapping; labor-intensive process; manual tweaking; mesh contraction process; mesh rigging; mesh skinning; plausible skeleton; skeleton animation; Animation; Bones; Joints; Laplace equations; Shape; Three-dimensional displays; 3D Mesh; Motion Retargeting; Skeleton Animation; Skeleton Extraction;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Cyberworlds (CW), 2014 International Conference on
  • Conference_Location
    Santander
  • Print_ISBN
    978-1-4799-4678-5
  • Type

    conf

  • DOI
    10.1109/CW.2014.26
  • Filename
    6980753