2024Unpublished venueRequires access

Modification of Skeletal Character Animation Using Inverse Kinematics Controllers

Р.Р. Газизов, Aleksey Vitalevich Shubin

Open publisher page 1 citations

Abstract

The article discusses in detail the use of inverse and forward kinematics to modify skeletal character animation, with a focus on adapting existing 3D objects to specific project requirements. It highlights the limitations of existing assets and animations when integrating them into new projects. Two main approaches are presented, using the skeleton “wrapping” technique and animation retargeting to solve the problems of modifying existing animations. A practical solution is proposed to achieve the required motion animations without the need to implement a riggin and animation step from scratch. Thus, the proposed methods optimize the animation process to prepare the animation to the required quality and the development efficiency is improved.

About this research paper

What this paper is about

The article discusses in detail the use of inverse and forward kinematics to modify skeletal character animation, with a focus on adapting existing 3D objects to specific project requirements. It highlights the limitations of existing assets and animations when integrating them into new projects. Two main approaches are presented, using the skeleton “wrapping” technique and animation retargeting to solve the problems of modifying existing animations. A practical solution is proposed to achieve the required motion animations without the need to implement a riggin and animation step from scratch. Thus, the proposed methods optimize the animation process to prepare the animation to the required quality and the development efficiency is improved.

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OpenAlex reports 1 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

The article discusses in detail the use of inverse and forward kinematics to modify skeletal character animation, with a focus on adapting existing 3D objects to specific project requirements. It highlights the limitations of existing assets and animations when integrating them into new projects. Two main approaches are presented, using the skeleton “wrapping” technique and animation retargeting to solve the problems of modifying existing animations. A practical solution is proposed to achieve the required motion animations without the need to implement a riggin and animation step from scratch. Thus, the proposed methods optimize the animation process to prepare the animation to the required quality and the development efficiency is improved.

Key concepts: Retargeting, Animation, Skeletal animation, Computer science, Inverse kinematics, Character animation, Interactive skeleton-driven simulation, Computer animation

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