3D Character Rigging via Automated Mesh Segmentation

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Solution Overview

Problem

The creation of animated 3D characters requires specialized training and manual effort, particularly in creating rigged meshes, which is a time-consuming and labor-intensive process involving the identification of key points and bone sets for character movement and skinning weights.

Innovation Solution

Automated systems and methods for rigging a 3D character's facial mesh using machine learning processes, such as JointBoost and Conditional Random Fields, to generate a representative mesh, determine segments and key points, and calculate skinning weights, which are then translated into the original mesh to create a rigged mesh.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If manual forward kinematic rigging is used to create skeleton and skinning weights, then animation quality and precision are improved, but productivity and time efficiency deteriorate

Engineering Contradiction:
Improverigging precisionVSAvoidanimation production speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent replaces manual mechanical rigging operations with an automated computer-based system that uses machine learning and image processing to generate skeleton structures and skinning weights automatically, eliminating the need for manual manipulation while maintaining rigging quality

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system enables the mesh model to rig itself automatically through self-organizing algorithms that identify key points, generate bone structures, and calculate skinning weights without human intervention, allowing the model to perform its own preparation for animation

Inventive Principle:
Principle #25Self-service

2Reliability

If specialized 3D animation artists perform rigging manually, then animation quality is improved, but device complexity and training requirements worsen

Engineering Contradiction:
Improveanimation qualityVSAvoidspecialized training requirements
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent replaces the need for specialized human artists with an automated computer-based rigging system that uses machine learning algorithms to perform tasks previously requiring expert knowledge, thereby eliminating training requirements while maintaining animation quality

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system learns from training data containing examples of properly rigged models and replicates the rigging process automatically, copying successful rigging patterns from the training set to new models without requiring human expertise

Inventive Principle:
Principle #26Copying

3Measurement precision

If manual identification of key points and bone sets is performed, then segmentation accuracy is improved, but loss of time increases

Engineering Contradiction:
Improvekey point identification accuracyVSAvoidmesh segmentation time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary training on a dataset of labeled examples before actual use, learning to identify key points and segments automatically. This preliminary learning phase enables rapid and accurate identification during deployment without manual intervention

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent replaces manual visual inspection and identification of key points with automated image processing and machine learning algorithms that analyze mesh geometry and automatically locate important features with high precision

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS11170558B2Automatic rigging of three dimensional characters for animation
Publication Date: 2021.11.09 ADOBE INC
  • US11170558B2 patent drawing
  • US11170558B2 patent drawing
  • US11170558B2 patent drawing

AI summary

A system and method for automatic rigging of three dimensional characters for facial animation provide a rigged mesh for an original three dimensional mesh. A representative mesh is generated from the original mesh. Segments, key points, a bone set, and skinning weights are then determined for the representative mesh. The Skinning weights and bone set are placed in the original mesh to generate the rigged mesh.