Tuesday, August 14, 2007

AutoRig 1.5

How do i generate a skeleton and embed it into a given mesh? Procedural adding of joints and orienting them is really a matter of scripting but the problem here is to analyse the mesh itself. For decent deformation the skeleton must be placed appropriately and well away from the mesh boundary. Suppose i went through all vertices of the mesh to find extreme points, i would still be unable to find positions for elbows hips n knees because these are not extreme points in the anatomy, and the method would probably take too long should a smoothed mesh be given. Default poses of the given meshes would also likely compromise accuracy. The simplest (and by no means easy) method i can think of now is to decompose the mesh into parts and analysing their volumes, then connecting the joints for every part. There are 2 papers on skeleton extraction from National Taiwan university that rather interest me, but currently im trying to figure out the paper from Grégoire Aujay1 Franck Hétroy1 Francis Lazarus2 Christine Depraz1 on Harmonic skeleton for realistic animation, which shows a fast, automatic skeleton generation that can adhere to anatomic characteristics.

No comments: