Velocity Skinning for Real‐time Stylized Skeletal Animation

نویسندگان

چکیده

Secondary animation effects are essential for liveliness. We propose a simple, real-time solution adding them on top of standard skinning, enabling artist-driven stylization skeletal motion. Our method takes skeleton as input, along with skin mesh and rig weights. It then derives per-vertex deformations from the different linear angular velocities hierarchy. highlight two specific applications this general framework, namely cartoon-like “squashy” “floppy” effects, achieved combinations velocity terms. As our results show, combining these enables to mimic, enhance stylize physical-looking behaviours within pipeline, arbitrary skinned characters. Interactive CPU, allows GPU implementation, yielding performances even large meshes. Animator control is supported through simple interface toolkit, refine desired type magnitude deformation at relevant vertices by simply painting The resulting rigged character automatically responds new animation, without further input.

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ژورنال

عنوان ژورنال: Computer Graphics Forum

سال: 2021

ISSN: ['1467-8659', '0167-7055']

DOI: https://doi.org/10.1111/cgf.142654