Three-dimensional animation of soft tissue of characters using controls associated with a surface mesh
AssigneeAutodesk, Inc.
InventorsMichael Isner, Thomas Ho-min Kang, Javier Nicolai von der Pahlen
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AssigneeAutodesk, Inc.
InventorsMichael Isner, Thomas Ho-min Kang, Javier Nicolai von der Pahlen
Estimating the term…
A face, as well as any other soft tissue of a character, can be animated much in the same way that a skeleton is animated by creating a soft tissue solver attached to the surface mesh. In particular, deformation objects are associated with regions of the surface mesh. The deformation objects deform the mesh according to deformation operators in response to a change in a control object. This soft tissue solver can be generated automatically given a set of salient points specified on an input mesh and a format file for the class of objects of which the input mesh is an example. The format file specifies what the salient points are, and the relative placement of the deformation objects and control objects as functions of the salient points. Specific deformation operators can be defined and associated, through the format file, with the deformation objects and control objects. The format file for a class of objects, such as for human and humanoid heads, and related operators can be determined based on experimentation and observation of the object being modeled. Through such a soft tissue solver, the behavior of the deformation of the surface mesh is quantified and controlled by direct manipulation of the points on the mesh. Thus, the surface of the object can be animated in a manner similar to how animation of a skeleton is defined using inverse kinematics. Because the surface of the object is directly related to its appearance or aesthetics, this animation capability is referred to herein as “quantitative aesthetics.”
A computer-implemented method for generating a soft tissue solver for a computer animation application executed by a processor, comprising:
A method for creating computer-generated animation in an animation application executed by a processor of an object defined by a three dimensional mesh, comprising:
Dependencies are inferred from the claim text.