Representing mesh-based character animations
Edilson de Aguiar and Norimichi Ukita
Abstract We propose a new approach to represent and manipulate a mesh-based character animation preserving its time-varying details. Our method first decomposes the input mesh animation into coarse and fine deformation components. A model for the coarse deformations is constructed by an underlying kinematic skeleton structure and blending skinning weights. Thereafter, a non-linear probabilistic model is used to encode the fine time-varying details of the input animation. The user can manipulate the corresponding skeleton-based component of the input, which can be done by any standard animation package, and the final result is generated including its important time-varying details. By converting an input sample animation into our new hybrid representation, we are able to maintain the flexibility of mesh-based methods during animation creation while allowing for practical manipulations using the standard skeleton-based paradigm. We demonstrate the performance of our method by converting and manipulating several mesh animations generated by different performance capture approaches and apply it to represent and manipulate cloth simulation data.
- Edilson de Aguiar and Norimichi Ukita,
Representing mesh-based character animations,
Computers & Graphics,
Vol.38, pp.10-17, 2014.
(Impact factor 2014 = 0.907)