2006
DOI: 10.1002/cav.132
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Curve skeleton skinning for human and creature characters

Abstract: The skeleton driven skinning technique is still the most popular method for animating deformable human and creature characters. Albeit an industry de facto due to its computational performance and intuitiveness, it suffers from problems like collapsing elbow and candy wrapper joint. To remedy these problems, one needs to formulate the non-linear relationship between the skeleton and the skin shape of a character properly, which however proves mathematically very challenging. Placing additional joints where the… Show more

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Cited by 34 publications
(31 citation statements)
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“…Although invented in the 80s, skeleton-based skinning [Magnenat-Thalmann et al 1988] remains the most popular method for animating articulated characters in games and films, due to its simplicity, efficiency, and intuitiveness. However, skinning methods have many problems, and over the years a large set of techniques have been developed to address various shortcomings of the original method [Alexa 2002;Kavan anď Zára 2005;Yang et al 2006;Forstmann and Ohya 2006;Forstmann et al 2007;Kavan et al 2008;Jacobson and Sorkine 2011] ranging from alleviating deformation artifacts such as collapsing elbows and candy-wrapper joints to adding robust support for more complex deformations such as bone twisting and bone stretching.…”
Section: Related Workmentioning
confidence: 99%
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“…Although invented in the 80s, skeleton-based skinning [Magnenat-Thalmann et al 1988] remains the most popular method for animating articulated characters in games and films, due to its simplicity, efficiency, and intuitiveness. However, skinning methods have many problems, and over the years a large set of techniques have been developed to address various shortcomings of the original method [Alexa 2002;Kavan anď Zára 2005;Yang et al 2006;Forstmann and Ohya 2006;Forstmann et al 2007;Kavan et al 2008;Jacobson and Sorkine 2011] ranging from alleviating deformation artifacts such as collapsing elbows and candy-wrapper joints to adding robust support for more complex deformations such as bone twisting and bone stretching.…”
Section: Related Workmentioning
confidence: 99%
“…more artistic control, more bones and joints can be added to the skeleton, but this results in additional effort and increased complexity. A solution to this limitation is a skeleton with stretchable/twistable [Jacobson and Sorkine 2011] or curved bones [Yang et al 2006;Forstmann and Ohya 2006;Forstmann et al 2007]. Even though curved bones can capture the expressiveness desired by the artist, the current skinning methods that deform the model to conform with the new pose often fail in the presence of large rotations leading to visual artifacts as illustrated in Figure 1.…”
Section: Related Workmentioning
confidence: 99%
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“…Some researchers propose combatting skinning artifacts by implementing a different rigging method, e.g., based on sweep surfaces [Hyun et al 2005] or auxiliary curved skeletons [Yang et al 2006;Forstmann and Ohya 2006]. In some cases, this also allows advanced effects to be animated, such as muscle bulging.…”
Section: Example Based Techniquesmentioning
confidence: 99%
“…It is also possible to reduce the number of LBS artifacts by replacing rigid bones with other types of handles. Works such as [11,12] use curve skeletons to fix jointcollapse. Curved skeletons need new rigging controls that are inconsistent with the existing rigging pipeline [13].…”
Section: Previous Workmentioning
confidence: 99%