3D Human Scan Rigging With Automatic Skeleton and Skinning Transfer

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Solution Overview

Problem

Rigging a static 3D scanned human model to enable animation is complex and time-consuming, hindering the widespread creation of fully animated objects.

Innovation Solution

A method and apparatus for rigging 3D scanned human models using a skeleton-based hierarchy and skinning weights, combined with semantic deformation components to animate the model, while addressing issues of occlusion and missing regions through automatic alignment and inpainting.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If manual rigging methods are used to animate 3D scanned human models, then animation quality and control precision can be maintained, but the process becomes extremely complex and time-consuming

Engineering Contradiction:
Improveanimation qualityVSAvoidrigging time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system performs preliminary actions by automatically detecting joints, bones, and skinning weights from the 3D scan before animation begins. The skeleton hierarchy and skinning weights are pre-computed and stored, enabling rapid animation application without manual rigging during the animation phase.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system enables self-service by allowing the 3D scanned model to automatically generate its own rigging structure. The model's geometric features are analyzed to automatically identify joints and bones, and skinning weights are computed automatically, eliminating the need for external manual rigging intervention.

Inventive Principle:
Principle #25Self-service

2Productivity

If automated rigging methods are used to speed up the process, then productivity increases, but animation quality and control precision deteriorate

Engineering Contradiction:
Improverigging speedVSAvoidanimation quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system implements feedback by using the detected geometric features of the 3D model to continuously refine and adjust the skeleton hierarchy and skinning weights. The automatic skinning weight computation iteratively optimizes the weighting based on distance metrics and bone influence zones, ensuring high animation quality while maintaining automated efficiency.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system applies parameter changes by dynamically adjusting skinning weights and bone transformation parameters based on the model's specific geometry. The skinning weights are computed as continuous parameters that vary spatially across the model surface, allowing precise control over how bones influence adjacent vertices during animation.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If complex manual rigging processes are used, then accurate control over model deformation is achieved, but device complexity and operational difficulty increase

Engineering Contradiction:
Improvedeformation controlVSAvoidrigging system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system applies segmentation by dividing the 3D model into distinct regions influenced by different bones. The skinning weight computation automatically segments the model surface into influence zones for each bone, with smooth transitions between zones. This segmentation enables reliable deformation control without requiring complex manual rigging configurations.

Inventive Principle:
Principle #1Segmentation

4Ease of operation

If traditional rigging methods are used, then detailed manual adjustment capability is maintained, but ease of operation and accessibility decrease

Engineering Contradiction:
Improverigging accessibilityVSAvoidanimation preparation time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system enables self-service by allowing the 3D scanned model to automatically generate its own rigging structure. The model's geometric features are analyzed to automatically identify joints and bones, and skinning weights are computed automatically, eliminating the need for external manual rigging intervention and making the process accessible to users without specialized rigging expertise.

Inventive Principle:
Principle #25Self-service

Data Source

PatentEP3959687B1Method and apparatus for rigging 3D scanned human models
Publication Date: 2026.01.28 SAMSUNG ELECTRONICS CO LTD
  • EP3959687B1 patent drawingFigure 1~2
  • EP3959687B1 patent drawingFigure 3
  • EP3959687B1 patent drawingFigure 4

AI summary

An electronic device for object rigging includes a processor. The processor is configured to obtain a 3D scan of an object. The processor is also configured to match a rigged parametric model to the 3D scan by minimizing a surface distance and 3D joint errors between the rigged parametric model and the 3D scan. The processor is further configured to identify a correspondence between the rigged parametric model and the 3D scan. Additionally, the processor is configured to transfer attributes of the rigged parametric model to the 3D scan based on the correspondence to generate a rigged 3D scan. The processor is also configured to apply animation motion to the rigged 3D scan. The rigged 3D scan with the applied animation motion is rendered on a display.