
Building Efficient, Accurate Character Skins from Examples
Alex Mohr and Michael Gleicher
Abstract
Good character animation requires convincing skin deformations. These
deformations are often subtle and detailed like muscle bulges. Such
high-fidelity characters are typically created in commercial animation
packages using very general tools and are often too slow to compute or
take too much memory for interactive applications. Instead, characters
created for interactive environments often trade off deformation
fidelity for fast computation and small memory size. This paper
presents an automated framework for building compact and efficient
approximations to detailed skin deformations, suitable for interactive
tasks. Our method starts with an arbitrarily rigged character in an
animation system. A set of examples is exported, consisting of
skeleton configurations paired with the deformed geometry as static
meshes. Using these examples, we fit the parameters of a deformation
model that best approximates the original data. The underlying
deformation model we use is an extension of the traditional linear
blend skinning model widely used in interactive applications. This
extension allows us to capture subtle and detailed effects required for
believable characters but remains nearly as fast and compact as linear
blend skinning.
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Here is the video accompanying
the paper.