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dc.contributor.authorBang, Seungbaeen_US
dc.contributor.authorChoi, Byungkuken_US
dc.contributor.authorRibera, Roger Blanco ien_US
dc.contributor.authorKim, Meekyoungen_US
dc.contributor.authorLee, Sung-Heeen_US
dc.contributor.authorNoh, Junyongen_US
dc.contributor.editorStam, Jos and Mitra, Niloy J. and Xu, Kunen_US
dc.date.accessioned2015-10-07T05:12:13Z
dc.date.available2015-10-07T05:12:13Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12751en_US
dc.description.abstractRigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. The quality of the rig has a key impact on the expressiveness of the character. Creating a usable, rich, production ready rig is a laborious task requiring direct intervention by a trained professional because the goal is difficult to achieve with fully automatic methods. We propose a semi-automatic rigging editing framework which eases the need for manual intervention while maintaining an important degree of control over the final rig. Starting by automatically generated base rig, we provide interactive operations which efficiently configure the skeleton structure and mesh skinning.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.titleInteractive Rigging with Intuitive Toolsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersCharactersen_US
dc.description.volume34en_US
dc.description.number7en_US
dc.identifier.doi10.1111/cgf.12751en_US
dc.identifier.pages123-132en_US


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