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SI3D
2003
ACM

Direct manipulation of interactive character skins

14 years 5 months ago
Direct manipulation of interactive character skins
Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex, linear blend skinning computes a weighted average of that vertex rigidly transformed by each bone that influences it. Authoring a character for linear blend skinning involves explicitly setting the weights used to compute deformed vertex positions. This process is tedious, repetitive, and frustrating not only because the deformed vertex positions are not intuitively related to the vertex weights, but also because the range of possible deformations is unclear. In this paper, we present a method that lets users directly manipulate the deformed vertex positions in a linear blend skin. We compute the subspace of possible deformed vertex positions, display it for users, and let them place the vertex anywhere in this space. Our algorithm then computes the correct weights automatically. This method lets us provid...
Alex Mohr, Luke Tokheim, Michael Gleicher
Added 05 Jul 2010
Updated 05 Jul 2010
Type Conference
Year 2003
Where SI3D
Authors Alex Mohr, Luke Tokheim, Michael Gleicher
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