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Princeton COS 426 - Character Skinning

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Character SkinningKinematic SkeletonsLinear Blend SkinningAssigning WeightsCharacter SkinningCOS 426Kinematic Skeletons• Hierarchy of transformations (“bones”) Changes to parent affectall descendent bones• So far: bones affect objects in sceneor parts of a mesh Equivalently, each point on a meshacted upon by one bone Leads to discontinuities whenparts of mesh animated• Extension: each point on a meshacted upon by more than one boneLinear Blend Skinning• Each vertex of skin potentially influenced by all bones Normalized weight vector w(v)gives influence of each bone transform When bones move, influenced vertices also move• Computing a transformation Tvfor a skinned vertex For each bone» Compute global bone transformation Tbfrom transformation hierarchy For each vertex» Take a linear combination of bone transforms»Apply transformation to vertex in original pose• Equivalently, transformed vertex position is weighted combination of positions transformed by bones∑∈=BbbvbvTwT)(( )∑∈=BbbvbdtransformevTwv)(Assigning Weights• Painted by hand•Automatic: function of relative distances tonearest bones• Smoothness of skinned surface depends on smoothness of


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Princeton COS 426 - Character Skinning

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