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US20150145859A1 - Automatic Generation of 3D Character Animation from 3D Meshes - Google Patents

Automatic Generation of 3D Character Animation from 3D Meshes
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Publication number
US20150145859A1
US20150145859A1US14/451,237US201414451237AUS2015145859A1US 20150145859 A1US20150145859 A1US 20150145859A1US 201414451237 AUS201414451237 AUS 201414451237AUS 2015145859 A1US2015145859 A1US 2015145859A1
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Prior art keywords
character
mesh
skeleton
representation
motion data
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Abandoned
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US14/451,237
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Stefano Corazza
Emiliano Gambaretto
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Adobe Inc
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Mixamo Inc
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Publication date
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Priority to US14/451,237priorityCriticalpatent/US20150145859A1/en
Assigned to MIXAMO, INC.reassignmentMIXAMO, INC.ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: CORAZZA, STEFANO, GAMBARETTO, EMILIANO
Publication of US20150145859A1publicationCriticalpatent/US20150145859A1/en
Assigned to ADOBE SYSTEMS INCORPORATEDreassignmentADOBE SYSTEMS INCORPORATEDASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: MIXAMO, INC.
Assigned to ADOBE INC.reassignmentADOBE INC.CHANGE OF NAME (SEE DOCUMENT FOR DETAILS).Assignors: ADOBE SYSTEMS INCORPORATED
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Abstract

Systems and methods for animating 3D characters using a non-rigged mesh or a group of non-rigged meshes that define the appearance of the character are illustrated. Certain embodiments disclose a process for the automatic rigging or autorigging of a non-rigged mesh or meshes. In one embodiment, a method of automatically rigging at least one mesh defining the external appearance of a 3D character includes creating a 3D representation of the external appearance of the 3D character defined by the at least one mesh, where the 3D representation is a single closed form mesh, identifying salient points of the 3D representation, fitting a reference skeleton to the 3D representation, calculating skinning weights for the 3D representation based upon the fitted skeleton, and automatically rigging the 3D character by transferring the skeleton and skinning weights generated with respect to the 3D representation to the at least one mesh defining the external appearance of the 3D character.

Description

Claims (3)

What is claimed is:
1. A method of automatically rigging at least one mesh defining the external appearance of a 3D character, comprising:
creating a 3D representation of the external appearance of the 3D character defined by the at least one mesh, where the 3D representation is a single closed form mesh;
identifying salient points of the 3D representation;
fitting a reference skeleton to the 3D representation;
calculating skinning weights for the 3D representation based upon the fitted skeleton; and
automatically rigging the 3D character by transferring the skeleton and skinning weights generated with respect to the 3D representation to the at least one mesh defining the external appearance of the 3D character.
2. A method of animating a 3D character, comprising:
automatically rigging at least one mesh defining the external appearance of a 3D character, where automatically rigging the at least one mesh comprises fitting a skeleton to the at least one mesh and defining skinning weights for the at least one mesh based upon the fitted skeleton;
characterizing the fitted skeleton with respect to a reference skeleton;
retargeting motion data defined with respect to the reference skeleton to the fitted skeleton of the 3D character; and
animating the 3D character by driving the at least one mesh in accordance with the fitted skeleton, the skinning weights, and the retargeted motion data.
3. An animation system, comprising:
a server configured to receive at least one mesh defining the external appearance of a 3D character and a high level description of a motion;
wherein the server is further configured to automatically rig the at least one mesh by fitting a reference skeleton to the at least one mesh and defining skinning weights for the at least one mesh based upon the fitted skeleton;
wherein the server is further configured to generate synthetic motion data for the reference skeleton based upon the high level description of the motion; and
wherein the server is further configured to retarget the synthetic motion data to the skeleton of the 3D character.
US14/451,2372010-07-232014-08-04Automatic Generation of 3D Character Animation from 3D MeshesAbandonedUS20150145859A1 (en)

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US36705310P2010-07-232010-07-23
US13/038,185US8797328B2 (en)2010-07-232011-03-01Automatic generation of 3D character animation from 3D meshes
US14/451,237US20150145859A1 (en)2010-07-232014-08-04Automatic Generation of 3D Character Animation from 3D Meshes

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US14/451,237AbandonedUS20150145859A1 (en)2010-07-232014-08-04Automatic Generation of 3D Character Animation from 3D Meshes

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US8797328B2 (en)2014-08-05
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