Related papers: CharacterMixer: Rig-Aware Interpolation of 3D Char…
Movie productions use high resolution 3d characters with complex proprietary rigs to create the highest quality images possible for large displays. Unfortunately, these 3d assets are typically not compatible with real-time graphics engines…
Mixup is a powerful data augmentation method that interpolates between two or more examples in the input or feature space and between the corresponding target labels. Many recent mixup methods focus on cutting and pasting two or more…
Character rigging is a process of endowing a character with a set of custom manipulators and controls making it easy to animate by the animators. These controls consist of simple joints, handles, or even separate character selection…
We present RigNet, an end-to-end automated method for producing animation rigs from input character models. Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in…
Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the…
Recent diffusion-based methods have achieved impressive results on animating images of human subjects. However, most of that success has built on human-specific body pose representations and extensive training with labeled real videos. In…
Character rigging is universally needed in computer graphics but notoriously laborious. We present a new method, HeterSkinNet, aiming to fully automate such processes and significantly boost productivity. Given a character mesh and skeleton…
In this paper, we consider retargeting a tracked facial performance to either another person or to a virtual character in a game or virtual reality (VR) environment. We remove the difficulties associated with identifying and retargeting the…
We present the first method that automatically transfers poses between stylized 3D characters without skeletal rigging. In contrast to previous attempts to learn pose transformations on fixed or topology-equivalent skeleton templates, our…
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape…
Drawing is a fun and intuitive way to create a character, accessible even to small children. However, animating 2D figure drawings is a much more challenging task, requiring specialized tools and skills. Bringing 2D figures to 3D so they…
To be suitable for film-quality animation, rigs for character deformation must fulfill a broad set of requirements. They must be able to create highly stylized deformation, allow a wide variety of controls to permit artistic freedom, and…
Fast and light-weight methods for animating 3D characters are desirable in various applications such as computer games. We present a learning-based approach to enhance skinning-based animations of 3D characters with vivid secondary motion…
Modern interactive applications increasingly demand dynamic 3D content, yet the transformation of static 3D models into animated assets constitutes a significant bottleneck in content creation pipelines. While recent advances in generative…
This report introduces Make-A-Character 2, an advanced system for generating high-quality 3D characters from single portrait photographs, ideal for game development and digital human applications. Make-A-Character 2 builds upon its…
Preserving semantics, in particular in terms of contacts, is a key challenge when retargeting motion between characters of different morphologies. Our solution relies on a low-dimensional embedding of the character's mesh, based on rigged…
Transferring articulated motion from monocular videos to rigged 3D characters is challenging due to pose ambiguity in 2D observations and morphological differences between source and target. Existing approaches often follow a…
We propose Framer for interactive frame interpolation, which targets producing smoothly transitioning frames between two images as per user creativity. Concretely, besides taking the start and end frames as inputs, our approach supports…
We present a physics-based character control framework for synthesizing human-scene interactions. Recent advances adopt physics simulation to mitigate artifacts produced by data-driven kinematic approaches. However, existing physics-based…
Although human reconstruction typically results in human-specific avatars, recent 3D scene reconstruction techniques utilizing pixel-aligned features show promise in generalizing to new scenes. Applying these techniques to human avatar…