Inverse Rig Mapping - Technical Directing - Animationsinstitut Filmakademie BW
Current motion editing and synthesis methods work on the skeleton rather the rig which makes later editing by an animator difficult since the skeleton data needs to be mapped onto the rig. This problem (known as "rig inversion problem") prevents the use of such technology in a production since solving this problem often involves creating custom, hard-coded solutions which are time-consuming and hard to maintain.
The proposed toolset for Maya based on the paper "Learning an inverse rig mapping for character animation" is to map animation data from the skeleton to an arbitrary rig. With this system data-driven animation techniques could be used in a production and also combined with the work of an animator. The user only needs to provide a few rig poses which will then be used to learn the rig mapping to the system. After that the system predicts the individual rig attributes based on the animation data of the skeleton.
This project was developed as part of the Technical Directing course at Animationsinstitut of Filmakademie Baden-Württemberg.
Application deadline for courses starting in fall is February 15th.
International students are welcome!
Further information at technicaldirector.de
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