RigMesh: Automatic Rigging for Part-Based Shape Modeling and Deformation

The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this research project, we introduce algorithms and a user-interface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in real-time, and update the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. The rigs are compatible with the state-of-the-art character animation pipeline; they consist of a low-dimensional skeleton along with skin weights identifying the surface with bones of the skeleton.  Novice users, as well as very young children can easily create, edit, and pose articulated 3D shapes.


Project Team

Peter Borosan, Ming Jin, Doug DeCarlo, Yotam Gingold, Andrew Nealen



December 11 @ 7:00 PM - 9:00 PM

Robert Yang : Cheeky Designs: How to Make a Video Game About Spanking The Heck Out of a Dude Description: This talk will discuss the design development of "On Your Knees", one of the very… Read More…