Transplanting and Editing Animations on Skinned Meshes
Yuntao Jia, Wei-wen Feng, Yizhou Yu
Pacific Conference on Computer Graphics and Applications (PG'07), pp. 431-434, 2007
Abstract
Skinned Mesh Animation (SMA) well approximates a mesh animation with extracted bones and their transformations. However, unlike skeleton, bones in SMA are not organized in hierarchies, thus they need mesh dependent translation vectors which prevent other sources of motion (i.e. skeletal animations, MoCAP, SMAs etc) from being applied to the skinned mesh. In this paper, we propose a new and fast method to transplant motion to skinned meshes. By efficiently solving a linear least-squares system, we can compute new translation vectors which enable the motion to work on the skinned mesh. Based on the same idea, we have also devised a SMA editing tool which allows users to edit frames of the SMA interactively. Furthermore, the editing can be propagated to all subsequent frames.
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Bibtex
@inproceedings{JiaPG2007Animation,
  author = {Yuntao Jia and Wei-wen Feng and Yizhou Yu},
  title  = {Transplanting and Editing Animations on Skinned Meshes},
  booktitle = {PG '07: Proceedings of the 15th Pacific Conference on Computer Graphics and Applications},
  year   = {2007},
  isbn   = {0-7695-3009-5},
  pages  = {431--434},
  doi    = {http://dx.doi.org/10.1109/PG.2007.65},
  publisher = {IEEE Computer Society},
  address   = {Washington, DC, USA},
}