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Learning an Inverse Rig Mapping for Character (学习一个逆钻机映射字符)
Learning an Inverse Rig Mapping for Character Animation
Daniel Holden Jun Saito Taku Komura
University of Edinburgh Marza Animation Planet University of Edinburgh
Figure 1: Results of our method: animation is generated in the rig space for several different character rigs including a quadruped character,
a deformable mesh character, a biped character, and a facial rig. This animation is generated via some external process, yet because it is
c
mapped to the rig space, remains editable by animators. Dog rig and animation ( Marza Animation Planet, Inc. 2014). Squirrel and
c c
Stewart ( Animation Mentor 2013). Old Man facial rig and animation ( Faceware Technologies, Inc. 2012).
Abstract 1 Introduction
We propose a general, real-time solution to the inversion of the rig Professional animators design character movements through an an-
function - the function which maps animation data from a charac- imation rig. This is a system in the 3D tool that drives the mechan-
ter’s rig to its skeleton. Animators design character movements in ics of the character, e.g. joints, constraints, and deformers, through
the space of an animation rig, and a lack of a general solution for user-defined control parameters. In the production pipeline, ani-
mapping motions from the skeleton space to the rig space keeps the mation rigs are designed by specialists called riggers, who are re-
animators away from the state-of-the-art character animation meth- sponsible for building a rig that is as productive and expre
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