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Transplanting and Editing Animations on Skinned Meshes



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Transplanting and Editing Animations on Skinned Meshes Yuntao Jia yjia3 uiuc edu Wei wen Feng wfeng2 uiuc edu Yizhou Yu yyz uiuc edu Department of Computer Science University of Illinois at Urbana Champaign Abstract Skinned Mesh Animation SMA well approximates a mesh animation with extracted bones and their transformations However unlike skeleton bones in SMA are not organized in hierarchies thus they need mesh dependent translation vectors which prevent other sources of motion i e skeletal animations MoCAP SMAs etc from being applied to the skinned mesh In this paper we propose a new and fast method to transplant motion to skinned meshes By efficiently solving a linear least squares system we can compute new translation vectors which enable the motion to work on the skinned mesh Based on the same idea we have also devised a SMA editing tool which allows users to edit frames of the SMA interactively Furthermore the editing can be propagated to all subsequent frames 1 Introduction Skeletal animation is one of the most important problems in computer graphics and it has received a great deal of attention from the animation community It is the standard way to do large scale character animations As a result it is commonly used in computer game programming and the movie industry The strength of skeletal animation is that once the skeleton is available the animation can be easily manipulated and many nice approaches for skinning can be applied Common skinning approaches include SSD smooth skinning linear blend skinning 7 enveloping 12 example based methods 5 11 4 9 and so on A good summary of research in this area can be found in 5 9 James and Twigg extended approaches for skinning characters to the general setting of skinning mesh animations SMA 2 With an input mesh animation their method can automatically extract a fixed number of bones from these meshes as well as the transformations of these bones in each frame Each mesh vertex is weighted by several bones With these



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