The task of creating ready-to-animate 3D models is fundamentally hard; designers and artists spend years becoming
proficient at commercial, state-of-the-art tools such as Maya and 3ds Max.In an effort to make freeform 3D modeling more accessible to novices and to enable rapid iterative prototyping,sketch-based tools such as Teddy and a large body of follow-up work introduced techniques to create plausible 3D models from 2D freeform strokes.While these tools greatly simplify shape modeling,modeling is only the first stage of the 3D animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. In the state-of-the-art character animation pipeline, a rig takes the form of a skeleton, a cycle-free graph whose nodes are called joints and whose edges are called bones, and skin weights identifying the surface of the model with the bones of the skeleton Rigging can be performed manually, by designing the skeleton
and then laboriously painting the surface with skin weights for each bone. Various computational methods exist for auto-
matic skeleton extraction and skinning
The task of creating ready-to-animate 3D models is fundamentally hard; designers and artists spend years becomingproficient at commercial, state-of-the-art tools such as Maya and 3ds Max.In an effort to make freeform 3D modeling more accessible to novices and to enable rapid iterative prototyping,sketch-based tools such as Teddy and a large body of follow-up work introduced techniques to create plausible 3D models from 2D freeform strokes.While these tools greatly simplify shape modeling,modeling is only the first stage of the 3D animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. In the state-of-the-art character animation pipeline, a rig takes the form of a skeleton, a cycle-free graph whose nodes are called joints and whose edges are called bones, and skin weights identifying the surface of the model with the bones of the skeleton Rigging can be performed manually, by designing the skeletonand then laboriously painting the surface with skin weights for each bone. Various computational methods exist for auto-matic skeleton extraction and skinning
การแปล กรุณารอสักครู่..
