Bolt: Clothing Virtual Characters at Scale
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arXiv
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| Main Authors: | , , , , , |
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| Format: | Preprint |
| Published: |
2025
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| _version_ | 1866908336771825664 |
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| author | Leaf, Jonathan Minor, David Sebastian Daviet, Gilles Chentanez, Nuttapong Klar, Greg Quigley, Ed |
| author_facet | Leaf, Jonathan Minor, David Sebastian Daviet, Gilles Chentanez, Nuttapong Klar, Greg Quigley, Ed |
| contents | Clothing virtual characters is a time-consuming and often manual process. Outfits can be composed of multiple garments, and each garment must be fitted to the unique shape of a character. Since characters can vary widely in size and shape, fitting outfits to many characters is a combinatorially large problem. We present Bolt, a system designed to take outfits originally authored on a source body and fit them to new body shapes via a three stage transfer, drape, and rig process. First, our new garment transfer method transforms each garment's 3D mesh positions to the new character, then optimizes the garment's 2D sewing pattern while maintaining key features of the original seams and boundaries. Second, our system simulates the transferred garments to progressively drape and untangle each garment in the outfit. Finally, the garments are rigged to the new character. This entire process is automatic, making it feasible to clothe characters at scale with no human intervention. Clothed characters are then ready for immediate use in applications such as gaming, animation, synthetic generation, and more. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2504_17614 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Bolt: Clothing Virtual Characters at Scale Leaf, Jonathan Minor, David Sebastian Daviet, Gilles Chentanez, Nuttapong Klar, Greg Quigley, Ed Graphics Clothing virtual characters is a time-consuming and often manual process. Outfits can be composed of multiple garments, and each garment must be fitted to the unique shape of a character. Since characters can vary widely in size and shape, fitting outfits to many characters is a combinatorially large problem. We present Bolt, a system designed to take outfits originally authored on a source body and fit them to new body shapes via a three stage transfer, drape, and rig process. First, our new garment transfer method transforms each garment's 3D mesh positions to the new character, then optimizes the garment's 2D sewing pattern while maintaining key features of the original seams and boundaries. Second, our system simulates the transferred garments to progressively drape and untangle each garment in the outfit. Finally, the garments are rigged to the new character. This entire process is automatic, making it feasible to clothe characters at scale with no human intervention. Clothed characters are then ready for immediate use in applications such as gaming, animation, synthetic generation, and more. |
| title | Bolt: Clothing Virtual Characters at Scale |
| topic | Graphics |
| url | https://arxiv.org/abs/2504.17614 |