Nuvoli S., Pietroni N., Cignoni P., Scateni R., Tarini M.
Computer Graphics Animation
We propose a novel technique to compose new 3D animated models, such as videogame characters, by combining pieces from existing ones. Our method works on production-ready rigged, skinned, and animated 3D models to reassemble new ones. We exploit mix-and-match operations on the skeletons to trigger the automatic creation of a new mesh, linked to the new skeleton by a set of skinning weights and complete with a set of animations. The resulting model preserves the quality of the input meshings (which can be quad-dominant and semi-regular), skinning weights (inducing believable deformation), and animations, featuring coherent movements of the new skeleton. Our method enables content creators to reuse valuable, carefully designed assets by assembling new ready-to-use characters while preserving most of the hand-crafted subtleties of models authored by digital artists. As shown in the accompanying video, it allows for drastically cutting the time needed to obtain the final result.
Source: ACM transactions on graphics 41 (2022): 1–15. doi:10.1145/3550454.3555503
Publisher: Association for Computing Machinery,, New York, N.Y. , Stati Uniti d'America
@article{oai:it.cnr:prodotti:474620, title = {SkinMixer: blending 3D animated models}, author = {Nuvoli S. and Pietroni N. and Cignoni P. and Scateni R. and Tarini M.}, publisher = {Association for Computing Machinery,, New York, N.Y. , Stati Uniti d'America}, doi = {10.1145/3550454.3555503}, journal = {ACM transactions on graphics}, volume = {41}, pages = {1–15}, year = {2022} }