Flesh jigging method considered in character body structure in real-time

Naoya Iwamoto, Shigeo Morishima

Research output: Contribution to journalArticlepeer-review

Abstract

This paper presents a method to synthesize a high speed soft body character animation in real time. Especially, not only primary but also secondary physics based deformation in an under skin fat structure driven by a skeletal motion are considered. However, as a high fidelity soft body animation method, high cost FEM based methods are usually introduced, the method which represents a high speed and robust soft body animation using simplified elastic simulation method was proposed. In this method, they applied skinning result to fat and skin, and then a vibration was limited to be a very small and unnatural. So in this paper, we proposed a method to divide skinning and simulation by modeling an inside structure under skin approximately and automatically. As a result, by controlling parameters such as volume and elastic parameter at each layer freely. Consequently, by a user interaction with parameter adjustment, a definition of soft body material according to the location can be implemented to generate and edit a proper soft body motion. After an evaluation of soft body motion synthesis based on a several character models, this method is approved to be very effective to make a character animation with soft body characters.

Original languageEnglish
Pages (from-to)502-511
Number of pages10
JournalJournal of the Institute of Image Electronics Engineers of Japan
Volume44
Issue number3
Publication statusPublished - 2015

Keywords

  • Character animation
  • Elastic simulation
  • Physics-based simulation

ASJC Scopus subject areas

  • Computer Science (miscellaneous)
  • Electrical and Electronic Engineering

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