CharacterMixer: Rig-Aware Interpolation of 3D Characters
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arXiv
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| Main Authors: | , , |
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| Format: | Preprint |
| Published: |
2024
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| _version_ | 1866913243829633024 |
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| author | Zhan, Xiao Fu, Rao Ritchie, Daniel |
| author_facet | Zhan, Xiao Fu, Rao Ritchie, Daniel |
| contents | We present CharacterMixer, a system for blending two rigged 3D characters with different mesh and skeleton topologies while maintaining a rig throughout interpolation. CharacterMixer also enables interpolation during motion for such characters, a novel feature. Interpolation is an important shape editing operation, but prior methods have limitations when applied to rigged characters: they either ignore the rig (making interpolated characters no longer posable) or use a fixed rig and mesh topology. To handle different mesh topologies, CharacterMixer uses a signed distance field (SDF) representation of character shapes, with one SDF per bone. To handle different skeleton topologies, it computes a hierarchical correspondence between source and target character skeletons and interpolates the SDFs of corresponding bones. This correspondence also allows the creation of a single "unified skeleton" for posing and animating interpolated characters. We show that CharacterMixer produces qualitatively better interpolation results than two state-of-the-art methods while preserving a rig throughout interpolation. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2402_15580 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | CharacterMixer: Rig-Aware Interpolation of 3D Characters Zhan, Xiao Fu, Rao Ritchie, Daniel Graphics We present CharacterMixer, a system for blending two rigged 3D characters with different mesh and skeleton topologies while maintaining a rig throughout interpolation. CharacterMixer also enables interpolation during motion for such characters, a novel feature. Interpolation is an important shape editing operation, but prior methods have limitations when applied to rigged characters: they either ignore the rig (making interpolated characters no longer posable) or use a fixed rig and mesh topology. To handle different mesh topologies, CharacterMixer uses a signed distance field (SDF) representation of character shapes, with one SDF per bone. To handle different skeleton topologies, it computes a hierarchical correspondence between source and target character skeletons and interpolates the SDFs of corresponding bones. This correspondence also allows the creation of a single "unified skeleton" for posing and animating interpolated characters. We show that CharacterMixer produces qualitatively better interpolation results than two state-of-the-art methods while preserving a rig throughout interpolation. |
| title | CharacterMixer: Rig-Aware Interpolation of 3D Characters |
| topic | Graphics |
| url | https://arxiv.org/abs/2402.15580 |