Alexander you could check this paper out that improves upon our
existing bone heat weighting method. Very useful!
http://s5.cse.msu.edu/~cse872/papers_files/BoneGlowImprovedWeightAssignment.pdf
Daniel Salazar
patazstudio.com
On Thu, Apr 25, 2013 at 10:02 AM, Alexander Pinzon Fernandez
- The skeleton mentioned is only the deforming joints right? or does it
include (for example) IK/FK switching, controls, etc. ?
If it is adding joints to the mesh via topology, I'm not sure that it is
more than limited usefulness; agreeing with Nathan here. This might be
an easy problem to solve,
On Tue, April 30, 2013 12:54 pm, Nathan Vegdahl wrote:
For something like this to be really useful, I think it needs to be
user-guide-able. And even then, it would mostly be useful for
background characters, not hero characters (which need fine tuning by
an artist).
I can imagine this
Can this method be used for approximate convex decomposition of
characters (or even arbitrary complex models)? It would be useful too.
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It would look like makehuman
Eh... I think I may be a bit confused. The proposal is about
automatically generating skeletons for an arbitrary model, but it
sounds like the workflow you outlined doesn't automate that step at
all. What you've outlined is still cool, but it sounds orthogonal to
The method is fully automatic.
The method generates a new skeleton from a mesh of polygons.
The method links the skeleton and mesh.
The method does not use any sample skeleton.
The proposed method provides only the skeleton, and the artist will have to
animate the skeleton.
2013/4/30 Nathan
On Wed, May 1, 2013 3:48 am, Nathan Vegdahl wrote:
It would look like makehuman
Eh... I think I may be a bit confused. The proposal is about
automatically generating skeletons for an arbitrary model, but it
sounds like the workflow you outlined doesn't automate that step at
all.
The
On Wed, May 1, 2013 4:42 am, Alexander Pinzon Fernandez wrote:
The method is fully automatic.
It's a very advanced method :-)
The method generates a new skeleton from a mesh of polygons.
How do you deal with cases for example linking the hip to the ankle where
there is a joint in the middle
For something like this to be really useful, I think it needs to be
user-guide-able. And even then, it would mostly be useful for
background characters, not hero characters (which need fine tuning by
an artist).
I can imagine this being useful, for example, for fully automatic
rigging of a
On Fri, April 26, 2013 5:54 am, Juan Pablo Bouza wrote:
If I'm not wrong, there where some guys in the Blender Conference that had
developed a system where the program automatically detected the human
shape, and was able to target a bvh rig to it. The name is Christophe
POIREL, maybe you
Hello, Thank you all for your comments.
First of all I want to make some clarifications::
- This method does not use any template or skeleton model.
- This method ensures that the skeleton generated depends only on the
features of the mesh (size, shape, segments, curvature, etc).
-
Automatic Skeleton Extraction
Alexander Pinzon Fernandez
Email: apinz...@gmail.com
Short description:
The character animation is generally done with skeletons that control each
joint in the character which drastically simplifies the animation process.
The construction of the skeleton given a
Alexander,
First, I must make a disclaimer. I am NOT a Blender developer, so my
opinion really doesn't matter. Take what I say with a grain of salt.
That said, time to get to business. Speaking as a Blender user, I
would love to have this feature. It would definitely help me.
We have had a number of automated armature tools in the past that
never really delivered something usable in production. It is my
opinion that rigging has a long way to go before it can be automated.
The creation and positioning of bones is not only critical to a good
rig but also not that hard to
If I'm not wrong, there where some guys in the Blender Conference that had
developed a system where the program automatically detected the human shape,
and was able to target a bvh rig to it. The name is Christophe POIREL, maybe
you could get in contact with him and see if you can use any of
For reference, Martin Poirier did a project to implement an automatic
skeleton generator. The code for that is actually still there
(editors/armature/reeb.c) but disabled and never integrated into the
2.5 UI.
http://wiki.blender.org/index.php/User:Theeth/skeletor
The automatic weighting in
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