De Aguiar, EdilsonTheobalt, ChristianThrun, SebastianSeidel, Hans-Peter2015-02-212015-02-2120081467-8659https://doi.org/10.1111/j.1467-8659.2008.01136.xRecently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for this new trend is that novel mesh deformation methods as well as new surface based scene capture techniques offer a great level of flexibility during animation creation. Unfortunately, the resulting scene representation is less compact than skeletal ones and there is not yet a rich toolbox available which enables easy post-processing and modification of mesh animations. To bridge this gap between the mesh-based and the skeletal paradigm, we propose a new method that automatically extracts a plausible kinematic skeleton, skeletal motion parameters, as well as surface skinning weights from arbitrary mesh animations. By this means, deforming mesh sequences can be fully-automatically transformed into fullyrigged virtual subjects. The original input can then be quickly rendered based on the new compact bone and skin representation, and it can be easily modified using the full repertoire of already existing animation tools.Automatic Conversion of Mesh Animations into Skeleton-based Animations10.1111/j.1467-8659.2008.01136.x389-397