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Automatic rigging and animation of 3D characters
2007
ACM Transactions on Graphics
Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character. Because a single skeleton can be used with a wide range of characters, our
doi:10.1145/1239451.1239523
fatcat:tosrhctejvaifklnscnay6wk64