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Abstract:
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In the animation, the process of rigging a character is anelaborated and time consuming task. The rig is developed for a specificcharacter, and it can not be reused in other meshes. In this paper wepresent a method to automatically adjust a human-like character rig toan arbitrary human-like 3D mesh, using a extracted skeleton obtainedfrom the input mesh. Our method is based on the selection and extractionof feature points, to find an equivalence between an extracted skeletonand the animation rig. |