Retargeting a motion from a source to a target character is an important problem in computer animation, as it allows to reuse existing rigged databases or transfer motion capture to virtual characters. Surface based pose transfer is a promising approach to avoid the trial-and-error process when controlling the joint angles. The main contribution of this paper is to investigate whether shape transfer instead of pose transfer would better preserve the original contextual meaning of the source pose. To this end, we propose an optimization-based method to deform the source shape+pose using three main energy functions: similarity to the target shape, body part volume preservation, and collision management (preserve existing contacts and prevent penetrations). The results show that our method is able to retarget complex poses, including several contacts, to very different morphologies. In particular, we introduce new contacts that are linked to the change in morphology, and which would be difficult to obtain with previous works based on pose transfer that aim at distance preservation between body parts. These preliminary results are encouraging and open several perspectives, such as decreasing computation time, and better understanding how to model pose and shape constraints. CCS CONCEPTS • Computing methodologies → Animation.
We present an automatic method that allows to retarget poses from a source to a target character by transferring the shape of the target character onto the desired pose of the source character. By considering shape instead of pose transfer our method allows to better preserve the contextual meaning of the source pose, typically contacts between body parts, than pose-based strategies. To this end, we propose an optimization-based method to deform the source shape in the desired pose using three main energy functions: similarity to the target shape, body part volume preservation, and collision management to preserve existing contacts and prevent penetrations. The results show that our method allows to retarget complex poses with several contacts to different morphologies, and is even able to create new contacts when morphology changes require them, such as increases in body size. To demonstrate the robustness of our approach to different types of shapes, we successfully apply it to basic and dressed human characters as well as wild animal models, without the need to adjust parameters. 1. Introduction 1 Animation studios have stored terabytes of animation files 2 applied on various 3D characters with meticulous association 3 between skeletal motion and 3D shape, created manually by 4 skilled artists who designed rigged models and corresponding 5 skeletal motions. Retargeting these existing skeletal motions 6 to new characters automatically is a long-standing problem in 7 computer animation [20] that remains challenging, especially 8 when the animation contains close interactions and contacts.
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