Re: Algo for weight assignment in skinned animation

Ignacio Castano <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Blender also has an implementation of automatic weight assignment based on that paper:

http://www.blender.org/development/release-logs/blender-246/skinning/




-----Original Message-----
From: Bill Baxter [mailto:[email protected]] 
Sent: Thursday, October 08, 2009 11:49 AM
To: Game Development Algorithms
Subject: Re: [Algorithms] Algo for weight assignment in skinned animation

Heat diffusion for weights.  Sounds reminiscent of the Harmonic
Coordinates cage-based deformation technique of Joshi et al.

The implementation looks easy enough, so I'll give it a try.   Thanks
for pointing that out!


--bb

On Wed, Oct 7, 2009 at 10:43 PM, Peter-Pike Sloan
<[email protected]> wrote:
> Hi Bill,
> I've heard people had good results with this paper:
> http://www.cs.washington.edu/homes/jovan/papers/baran-2007-ara.pdf
> (Just the heat diffusion skinning part, don't know about the other bits...)
> Peter-Pike
>
>> From: [email protected]
>> Date: Wed, 7 Oct 2009 17:29:29 -0700
>> To: [email protected]
>> Subject: [Algorithms] Algo for weight assignment in skinned animation
>>
>> Is there any standard algorithm used for automatically assigning
>> reasonable bone weights to vertices in a mesh, given just the mesh and
>> the skeleton? (I.e. you have no animation data, so you can't use
>> observed deformations to guide how to assign the weights as in James &
>> Twigg's "Skinning Mesh Animations"). And in particular are there any
>> algorithms which work within a per-vertex weight budget constraint, so
>> that you can use hardware skinning effectively? I've been looking
>> around, but haven't been able to find anything.
>>
>> Thanks,
>> --bb
>>
>>
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