Atlas-Based Character Skinning with Automatic Mesh Decomposition
Résumé
Skinning is the most tedious part in the character animation process. Using standard methods, joint weights must be attached to each vertex of the character's mesh, which is often time-consuming if an accurate animation is required. We propose a new modeling of the skinning process, inspired by the notion of atlas of charts. Starting from the character's animation skeleton, we first automatically decompose the mesh into anatomically meaningful overlapping regions. Regions are then blended in their overlapping parts using continuous transition functions. This leads to a simple yet efficient skinning process for which the weights are automatically defined and do not depend on the Euclidean distance but on the distance on the surface.
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