Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoonlike "squashy" and "floppy" effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. The resulting rigged character automatically responds to new skeletal animation, without further input.
翻译:二次动画效果对于活性至关重要。 我们提出了一个简单实时的解决方案, 用于在标准皮革上添加这些效果, 使艺术家驱动的骨骼运动的同步化。 我们的方法将标准骨骼动画作为输入物, 加上皮肤网和钻机重量。 然后它从骨骼层次上不同的线性和角性速度中产生垂直变形。 我们强调这个总体框架的两个具体应用, 即卡通般的“ 夸谢” 和“ 翻滚” 效果, 由速度条件的具体组合产生。 我们的结果显示, 这些效果结合起来, 能够模拟、 增强和刺激标准动画管道中的物理貌行为, 以及任意的皮肤字符。 在 CPU 上的互动, 我们的方法允许 GPU 实施, 产生实时的性能, 甚至大中间线。 我们通过简单的界面工具包支持动画控制动画器, 能够通过简单的油漆重量来完善相关扭曲的预期类型和程度。 由此产生的调整性能自动响应新的骨骼动动画, 而没有进一步的输入。