Real-Time Rigging and Secondary Motion for Sketch-Based 3D Characters
摘要
Sketch-based modeling systems simplify the creation of 3D characters, but animating them remains a challenging task due to the complexity of rigging and secondary motion control. Traditional animation workflows require extensive manual effort to define skeletal structures and dynamic motion, making the process time-consuming and technically demanding. This creates a gap between creative expression and technical challenges. To address the problem, we propose an interactive framework that combines real-time skeletonization with secondary motion generation using a mass-spring system. Our system includes three key functions: (i) the user sketches a character, (ii) the system automatically generates a rigged skeleton, and (iii) the system applies dynamic animations without the need for manual keyframing. The system combines the best aspects of two methods: the simplicity and accessibility of sketch-based modeling, and the expressive, physics-driven secondary motion provided by the mass-spring system. Beginner animators can create expressive, physics-driven animations effortlessly without tedious adjustments.