Manual rigging requires time-consuming placement of joints to make skeletal animation look realistic.
By implementing a tool that will be able to auto-rig any character/mesh the user creates.
Meshes must be restricted to a standard, predictable pose – for example, the classic T-Pose.
The user selects the mesh, opens up our tool GUI, and clicks the button to automatically rig
the mesh with a few custom paramters. The tool will then automatically create, proportion,
and attach a skeleton to the mesh, enabling the user to animate with ease.
At its core, the tool will fit spheres into the volume of the input mesh,
and will use a searching algorithm to find the best pathways between these sphere-nodes.
The resulting tree becomes the positioning data for the skeleton joints, and is then bound to the mesh.

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