Special Issue Paper
Version of Record online: 28 MAY 2010
Copyright © 2010 John Wiley & Sons, Ltd.
Computer Animation and Virtual Worlds
Special Issue: CASA' 2010 Special Issue
Volume 21, Issue 3-4, pages 375–386, May 2010
How to Cite
Seo, J., Seol, Y., Wi, D., Kim, Y. and Noh, J. (2010), Rigging transfer. Comp. Anim. Virtual Worlds, 21: 375–386. doi: 10.1002/cav.358
- Issue online: 28 JUN 2010
- Version of Record online: 28 MAY 2010
- IT R&D program of KEIT, Software Development for Digital Creature. Grant Number: KI001732-2009-03
Realistic character animation requires elaborate rigging built on top of high quality 3D models. Sophisticated anatomically based rigs are often the choice of visual effect studios where life-like animation of CG characters is the primary objective. However, rigging a character with a muscular-skeletal system is very involving and time-consuming process, even for professionals. Although, there have been recent research efforts to automate either all or some parts of the rigging process, the complexity of anatomically based rigging nonetheless opens up new research challenges. We propose a new method to automate anatomically based rigging that transfers an existing rig of one character to another. The method is based on a data interpolation in the surface and volume domain, where various rigging elements can be transferred between different models. As it only requires a small number of corresponding input feature points, users can produce highly detailed rigs for a variety of desired character with ease. Copyright © 2010 John Wiley & Sons, Ltd.