Automatic Rigging and Animation
Automatic Rigging and Animation
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Citation: Ilya Baran and Jovan Popovic. 2007. Automatic rigging and animation of 3D characters.
ACM Trans. Graph. 26, 3, Article 72 (July 2007).
As Published: http://dx.doi.org/10.1145/1276377.1276467
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To appear in the ACM SIGGRAPH conference proceedings
Abstract
Animating an articulated 3D character currently requires manual
rigging to specify its internal skeletal structure and to define how
the input motion deforms its surface. We present a method for ani-
mating characters automatically. Given a static character mesh and
a generic skeleton, our method adapts the skeleton to the character
and attaches it to the surface, allowing skeletal motion data to an-
imate the character. Because a single skeleton can be used with a
wide range of characters, our method, in conjunction with a library
of motions for a few skeletons, enables a user-friendly animation
system for novices and children. Our prototype implementation,
called Pinocchio, typically takes under a minute to rig a character
on a modern midrange PC.
CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional
Graphics and Realism—Animation
Keywords: Animation, Deformations, Geometric Modeling
∗ e-mail:
• Performance: The automatic rigging usually takes under one
[email protected] minute on an everyday PC.
† e-mail: [email protected]
A key design challenge is constructing a penalty function that pe-
nalizes undesirable embeddings and generalizes well to new char-
acters. For this, we designed a maximum-margin supervised learn-
ing method to combine a set of hand-constructed penalty functions.
To ensure an honest evaluation and avoid overfitting, we tested our
algorithm on 16 characters that we did not see or use during devel-
opment. Our algorithm computed a good rig for all but 3 of these
characters. For each of the remaining cases, one joint placement
hint corrected the problem.
We simplify the problem by making the following assumptions.
The character mesh must be the boundary of a connected volume.
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The character must be given in approximately the same orientation the legs of the character in Figure 1 would be too short if a skeleton
and pose as the skeleton. Lastly, the character must be proportioned extraction algorithm were used.
roughly like the given skeleton.
We introduce several new techniques to solve the automatic rig- Template Fitting Animating user-provided data by fitting a tem-
ging problem: plate has been successful in cases when the model is fairly similar
to the template. Most of the work has been focused on human mod-
• A maximum-margin method for learning the weights of a lin- els, making use of human anatomy specifics, e.g. [Moccozet et al.
ear combination of penalty functions based on examples, as 2004]. For segmenting and animating simple 3D models of charac-
an alternative to hand-tuning (Section 3.3). ters and inanimate objects, Anderson et al. [2000] fit voxel-based
volumetric templates to the data.
• An A∗ -like heuristic to accelerate the search for an optimal
skeleton embedding over an exponential search space (Sec-
Skinning Almost any system for mesh deformation (whether sur-
tion 3.4).
face based [Lipman et al. 2005; Yu et al. 2004] or volume based
• Use of Laplace’s diffusion equation to generate weights for at- [Zhou et al. 2005]) can be adapted for skeleton-based deformation.
taching mesh vertices to the skeleton using linear blend skin- Teichmann and Teller [1998] propose a spring-based method. Un-
ning (Section 4). This method could also be useful in existing fortunately, at present, these methods are unsuitable for real-time
3D packages. animation of even moderate size meshes. Because of its simplicity
and efficiency (and simple GPU implementation), and despite its
Our prototype system, called Pinocchio, rigs the given charac- quality shortcomings, linear blend skinning (LBS), also known as
ter using our algorithm. It then transfers a motion to the character skeleton subspace deformation, remains the most popular method
using online motion retargetting [Choi and Ko 2000] to eliminate used in practice.
footskate by constraining the feet trajectories of the character to the Most real-time skinning work, e.g. [Kry et al. 2002; Wang et al.
feet trajectories of the given motion. 2007], has focused on improving on LBS by inferring the char-
acter articulation from multiple example meshes. However, such
2 Related Work techniques are unsuitable for our problem because we only have a
Character Animation Most prior research in character anima- single mesh. Instead, we must infer articulation by using the given
tion, especially in 3D, has focused on professional animators; very skeleton as an encoding of the likely modes of deformation, not just
little work is targeted at novice users. Recent exceptions include as an animation control structure.
Motion Doodles [Thorne et al. 2004] as well as the work of Igarashi To our knowledge, the problem of finding bone weights for LBS
et al. on spatial keyframing [2005b] and as-rigid-as-possible shape from a single mesh and a skeleton has not been sufficiently ad-
manipulation [2005a]. These approaches focus on simplifying an- dressed in the literature. Previous methods are either mesh reso-
imation control, rather than simplifying the definition of the artic- lution dependent [Katz and Tal 2003] or the weights do not vary
ulation of the character. In particular, a spatial keyframing system smoothly along the surface [Wade 2000], causing artifacts on high-
expects an articulated character as input, and as-rigid-as-possible resolution meshes. Some commercial packages use proprietary
shape manipulation, besides being 2D, relies on the constraints to methods to assign default weights. For example, Autodesk Maya 7
provide articulation information. The Motion Doodles system has assigns weights based solely on the vertex proximity to the bone,
the ability to infer the articulation of a 2D character, but their ap- ignoring the mesh structure, which results in serious artifacts when
proach relies on very strong assumptions about how the character the mesh intersects the Voronoi diagram faces between logically
is presented. distant bones.
Skeleton Extraction Although most skeleton-based prior work 3 Skeleton Embedding
on automatic rigging focused on skeleton extraction, for our prob-
lem, we advocate skeleton embedding. A few approaches to the Skeleton embedding resizes and positions the given skeleton to fit
skeleton extraction problem are representative. Teichmann and inside the character. This can be formulated as an optimization
Teller [1998] extract a skeleton by simplifying the Voronoi skele- problem: “compute the joint positions such that the resulting skele-
ton with a small amount of user assistance. Liu et al. [2003] use ton fits inside the character as nicely as possible and looks like the
repulsive force fields to find a skeleton. In their paper, Katz and Tal given skeleton as much as possible.” For a skeleton with s joints (by
[2003] describe a surface partitioning algorithm and suggest skele- “joints,” we mean vertices of the skeleton tree, including leaves),
ton extraction as an application. The technique in Wade [2000] is this is a 3s-dimensional problem with a complicated objective func-
most similar to our own: like us, they approximate the medial sur- tion. Solving such a problem directly using continuous optimiza-
face by finding discontinuities in the distance field, but they use it tion is infeasible.
to construct a skeleton tree. Pinocchio therefore discretizes the problem by constructing a
For the purpose of automatically animating a character, however, graph whose vertices represent potential joint positions and whose
skeleton embedding is much more suitable than extraction. For ex- edges are potential bone segments. This is challenging because the
ample, the user may have motion data for a quadruped skeleton, graph must have few vertices and edges, and yet capture all poten-
but for a complicated quadruped character, the extracted skeleton tial bone paths within the character. The graph is constructed by
is likely to have a different topology. The anatomically appropriate packing spheres centered on the approximate medial surface into
skeleton generation by Wade [2000] ameliorates this problem by the character and by connecting sphere centers with graph edges.
techniques such as identifying appendages and fitting appendage Pinocchio then finds the optimal embedding of the skeleton into
templates, but the overall topology of the resulting skeleton may this graph with respect to a discrete penalty function. It uses the
still vary. For example, for the character in Figure 1, ears may discrete solution as a starting point for continuous optimization.
be mistaken for arms. Another advantage of embedding over ex- To help with optimization, the given skeleton can have a lit-
traction is that the given skeleton provides information about the tle extra information in the form of joint attributes: for example,
expected structure of the character, which may be difficult to ob- joints that should be approximately symmetric should be marked as
tain from just the geometry. So although we could use an existing such; also some joints can be marked as “feet,” indicating that they
skeleton extraction algorithm and embed our skeleton into the ex- should be placed near the bottom of the character. We describe the
tracted one, the results would likely be undesirable. For example, attributes Pinocchio uses in a supplemental document[Baran and
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Figure 2: Approximate Medial Sur- Figure 3: Packed Spheres Figure 4: Constructed Graph Figure 5: The original and
face reduced quadruped skeleton
Popović 2007a]. These attributes are specific to the skeleton but are spheres. In fact, this step typically takes less than 1% of the time of
independent of the character shape and do not reduce the generality the entire algorithm.
of the skeletons.
Graph Construction The final discretization step constructs the
3.1 Discretization edges of the graph by connecting some pairs of sphere centers (Fig-
Before any other computation, Pinocchio rescales the character to ure 4). Pinocchio adds an edge between two sphere centers if the
fit inside an axis-aligned unit cube. As a result, all of the tolerances spheres intersect. We would also like to add edges between spheres
are relative to the size of the character. that do not intersect if that edge is well inside the surface and if
that edge is “essential.” For example, the neck and left shoulder
Distance Field To approximate the medial surface and to facili- spheres of the character in Figure 3 are disjoint, but there should
tate other computations, Pinocchio computes a trilinearly interpo- still be an edge between them. The precise condition Pinocchio
lated adaptively sampled signed distance field on an octree [Frisken uses is that the distance from any point of the edge to the surface
et al. 2000]. It constructs a kd-tree to evaluate the exact signed dis- must be at least half of the radius of the smaller sphere, and the
tance to the surface from an arbitrary point. It then constructs the closest sphere centers to the midpoint of the edge must be the edge
distance field from the top down, starting with a single octree cell endpoints. The latter condition is equivalent to the requirement that
and splitting a cell until the exact distance is within a tolerance τ of additional edges must be in the Gabriel graph of the sphere centers
the interpolated distance. We found that τ = 0.003 provides a good (see e.g. [Jaromczyk and Toussaint 1992]). While other conditions
compromise between accuracy and efficiency for our purposes. Be- can be formulated, we found that the Gabriel graph provides a good
cause only negative distances (i.e. from points inside the character) balance between sparsity and connectedness.
are important, Pinocchio does not split cells that are guaranteed not Pinocchio precomputes the shortest paths between all pairs of
to intersect the character’s interior. vertices in this graph to speed up penalty function evaluation.
3.2 Reduced Skeleton
Approximate Medial Surface Pinocchio uses the adaptive dis-
tance field to compute a sample of points approximately on the The discretization stage constructs a geometric graph G = (V, E)
medial surface (Figure 2). The medial surface is the set of C 1 - into which Pinocchio needs to embed the given skeleton in an op-
discontinuities of the distance field. Within a single cell of our oc- timal way. The skeleton is given as a rooted tree on s joints. To
tree, the interpolated distance field is guaranteed to be C 1 , so it is reduce the degrees of freedom, for the discrete embedding, Pinoc-
necessary to look at only the cell boundaries. Pinocchio therefore chio works with a reduced skeleton, in which all bone chains have
traverses the octree and for each cell, looks at a grid (of spacing been merged (all degree two joints, such as knees, eliminated), as
τ ) of points on each face of the cell. It then computes the gradient shown in Figure 5. The reduced skeleton thus has only r joints.
vectors for the cells adjacent to each grid point—if the angle be- This works because once Pinocchio knows where the endpoints of
tween two of them is 120◦ or greater, it adds the point to the medial a bone chain are in V , it can compute the intermediate joints by
surface sample. We impose the 120◦ condition because we do not taking the shortest path between the endpoints and splitting it in ac-
want the “noisy” parts of the medial surface—we want the points cordance with the proportions of the unreduced skeleton. For the
where skeleton joints are likely to lie. For the same reason, Pinoc- humanoid skeleton we use, for example, s = 18, but r = 7; with-
chio filters out the sampled points that are too close to the character out a reduced skeleton, the optimization problem would typically
surface (within 2τ ). Wade discusses a similar condition in Chap- be intractable.
ter 4 of his thesis [2000]. Therefore, the discrete skeleton embedding problem is to find
the embedding of the reduced skeleton into G, represented by an r-
Sphere Packing To pick out the graph vertices from the medial tuple v = (v1 , . . . , vr ) of vertices in V , which minimizes a penalty
surface, Pinocchio packs spheres into the character as follows: it function f (v) that is designed to penalize differences in the embed-
sorts the medial surface points by their distance to the surface (those ded skeleton from the given skeleton.
that are farthest from the surface are first). Then it processes these
points in order and if a point is outside all previously added spheres, 3.3 Discrete Penalty Function
adds the sphere centered at that point whose radius is the distance The discrete penalty function has great impact on the generality and
to the surface. In other words, the largest spheres are added first, quality of the results. A good embedding should have the propor-
and no sphere contains the center of another sphere (Figure 3). tions, bone orientations, and size similar to the given skeleton. The
Although the procedure described above takes O(nb) time in the paths representing the bone chains should be disjoint, if possible.
worst case (where n is the number of points, and b is the final num- Joints of the skeleton may be marked as “feet,” in which case they
ber of spheres inserted), worst case behavior is rarely seen because should be close to the bottom of the character. Designing a penalty
most points are processed while there is a small number of large function that satisfies all of these requirements simultaneously is
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difficult. Instead we found it easier to design penalties indepen- Good embeddings (pi ’s):
dently and then rely on learning a proper weighting for a global Bad embeddings (qi ’s):
penalty that combines each term. b2
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A lower bound when the first k joints are embedded is then: where pS is the parent function for the unreduced skeleton (anal-
k k
ogous to pR ). Each gi penalizes bones that do not fit inside the
X X surface nicely, bones that are too short, and bones that are oriented
fi (vi , vpR (i) ) + fD (v1 , . . . , vi ) +
differently from the given skeleton: gi = αS giS + αL giL + αO giO .
i=2 i=2
X Unlike the discrete case, we choose the α’s by hand because there
+ min fi (vi , vpR (i) ) are only four of them [Baran and Popović 2007a].
vi ∈V
{i>k|pR (i)≤k} Any continuous optimization technique [Gill et al. 1989] should
produce good results. Pinocchio uses a gradient descent method
If fD is small compared to the fi ’s, as is often the case for us, the that takes advantage of the fact that there are relatively few inter-
lower bound is close to the true value of f . actions. As a subroutine, it uses a step-doubling line search: start-
Because of this lower bound estimate, the order in which joints ing from a given point (in R3s ), it takes steps in the given opti-
are embedded is very important to the performance of the optimiza- mization direction, doubling step length until the penalty function
tion algorithm. High degree joints should be embedded first be- increases. Pinocchio intersperses a line search in the gradient di-
cause they result in more terms in the rightmost sum of the lower rection with line searches in the gradient direction projected onto
bound, leading to a more accurate lower bound. For example, our individual bones. Repeating the process 10 times is usually suffi-
biped skeleton has only two joints of degree greater than two, so cient for convergence.
after Pinocchio has embedded them, the lower bound estimate in-
cludes fi terms for all of the bone chains. 4 Skin Attachment
Because there is no perfect penalty function, discrete embedding
The character and the embedded skeleton are disconnected until
will occasionally produce undesirable results (see Model 13 in Fig-
skin attachment specifies how to apply deformations of the skeleton
ure 9). In such cases it is possible for the user to provide manual
to the character mesh. Although we could make use of one of the
hints in the form of constraints for reduced skeleton joints. For ex-
various mesh editing techniques for the actual mesh deformation,
ample, such a hint might be that the left hand of the skeleton should
we choose to focus on the standard linear blend skinning (LBS)
be embedded at a particular vertex in G (or at one of several ver-
method because of its widespread use. If vj is the position of vertex
tices). Embeddings that do not satisfy the constraints are simply not
considered by the algorithm. j, Ti is the transformation of the ith bone, and wji is the weight of
the ith boneP for vertex j, LBS gives the position of the transformed
3.5 Embedding Refinement vertex j as i wji Ti (vj ). The attachment problem is finding bone
Pinocchio takes the optimal embedding of the reduced skeleton weights wi for the vertices—how much each bone transform affects
found by discrete optimization and reinserts the degree-two joints each vertex.
by splitting the shortest paths in G in proportion to the given skele- There are several properties we desire of the weights. First of
ton. The resulting skeleton embedding should have the general all, they should not depend on the mesh resolution. Second, for the
shape we are looking for, but typically, it will not fit nicely inside results to look good, the weights need to vary smoothly along the
the character. Also, smaller bones are likely to be incorrectly ori- surface. Finally, to avoid folding artifacts, the width of a transi-
ented because they were not important enough to influence the dis- tion between two bones meeting at a joint should be roughly pro-
crete optimization. Embedding refinement corrects these problems portional to the distance from the joint to the surface. Although
by minimizing a new continuous penalty function (Figure 7). a scheme that assigns bone weights purely based on proximity to
For the continuous optimization, we represent the embedding of bones can be made to satisfy these properties, such schemes will
the skeleton as an s-tuple of joint positions (q1 , . . . , qs ) in R3 . Be- often fail because they ignore the character’s geometry: for exam-
cause we are dealing with an unreduced skeleton, and discrete op- ple, part of the torso may become attached to an arm. Instead, we
timization has already found the correct general shape, the penalty use the analogy to heat equilibrium to find the weights. Suppose we
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Figure 8: Top: heat equilibrium for two bones. Bottom: the result
of rotating the right bone with the heat-based attachment
Figure 10: A centaur pirate with a centaur skeleton embedded looks
at a cat with a quadruped skeleton embedded
treat the character volume as an insulated heat-conducting body and
force the temperature of bone i to be 1 while keeping the tempera-
ture of all of the other bones at 0. Then we can take the equilibrium
temperature at each vertex on the surface as the weight of bone i at
that vertex. Figure 8 illustrates this in two dimensions.
Solving for heat equilibrium over a volume would require tes-
sellating the volume and would be slow. Therefore, for simplic-
ity, Pinocchio solves for equilibrium over the surface only, but at
some vertices, it adds the heat transferred from the nearest bone.
i
The equilibrium over the surface for bone i is given by ∂w ∂t
=
i i i
∆w + H(p − w ) = 0, which can be written as
where ∆ is the discrete surface Laplacian, calculated with the Figure 11: The human scan on the left is rigged by Pinocchio and is
cotangent formula [Meyer et al. 2003], pi is a vector with pij = 1 posed on the right by changing joint angles in the embedded skele-
if the nearest bone to vertex j is i and pij = 0 otherwise, and H is ton. The well-known deficiencies of LBS can be seen in the right
the diagonal matrix with Hjj being the heat contribution weight of knee and hip areas.
the nearest bone to vertex j. Because ∆ has units of length−2 , so
must H. Letting d(j) be the distance from vertex j to the nearest
bone, Pinocchio uses Hjj = c/d(j)2 if the shortest line segment 5.1 Generality
from the vertex to the bone is contained in the character volume Figure 9 shows our 16 test characters and the skeletons Pinocchio
and Hjj = 0 if it is not. It uses the precomputed distance field to embedded. The skeleton was correctly embedded into 13 of these
determine whether a line segment is entirely contained in the char- models (81% success). For Models 7, 10 and 13, a hint for a single
acter volume. For c ≈ 0.22, this method gives weights with similar joint was sufficient to produce a good embedding.
transitions to those computed by finding the equilibrium over the These tests demonstrate the range of proportions that our method
volume. Pinocchio uses c = 1 (corresponding to anisotropic heat can tolerate: we have a well-proportioned human (Models 1–4, 8),
diffusion) because the results look more natural. When k bones are large arms and tiny legs (6; in 10, this causes problems), and large
equidistant from vertex j, heat contributions from all of them are legs and small arms (15; in 13, the small arms cause problems). For
used: pj is 1/k for all of them, and Hjj = kc/d(j)2 . other characters we tested, skeletons were almost always correctly
Equation (1) is a sparse linear system, and the left hand side embedded into well-proportioned characters whose pose matched
matrix −∆ + H does not depend on i, the bone we are interested the given skeleton. Pinocchio was even able to transfer a biped
in. Thus we can factor the system once and back-substitute to find walk onto a human hand, a cat on its hind legs, and a donut.
the weights for each bone. Botsch et al. [2005] show how to use The most common issues we ran into on other characters were:
a sparse Cholesky solver to compute the factorization for this kind • The thinnest limb into which we may hope to embed a bone
of system. Pinocchio uses the TAUCS [Toledo 2003] library for has a radius of 2τ . Characters with extremely thin limbs often
this computation. Note also that the weights wi sum P to 1 for each fail because the the graph we extract is disconnected. Reduc-
vertex: if we sum (1) over i, we get (−∆ + H) i wi = H · 1, ing τ , however, hurts performance.
which yields i wi = 1.
P
It is possible to speed up this method slightly by finding vertices • Degree 2 joints such as knees and elbows are often positioned
that are unambiguously attached to a single bone and forcing their incorrectly within a limb. We do not know of a reliable way
weight to 1. An earlier variant of our algorithm did this, but the im- to identify the right locations for them: on some characters
provement was negligible, and this introduced occasional artifacts. they are thicker than the rest of the limb, and on others they
are thinner.
5 Results Although most of our tests were done with the biped skeleton,
We evaluate Pinocchio with respect to the three criteria stated in we have also used other skeletons for other characters (Figure 10).
the introduction: generality, quality, and performance. To ensure
an objective evaluation, we use inputs that were not used during 5.2 Quality
development. To this end, once the development was complete, we Figure 11 shows the results of manually posing a human scan us-
tested Pinocchio on 16 biped Cosmic Blobs models that we had not ing our attachment. Our video [Baran and Popović 2007b] demon-
previously tried. strates the quality of the animation produced by Pinocchio.
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1. 2. 3. 4. 5. 6.
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thank Dragomir Anguelov for the human meshes. We would also JAROMCZYK , J. W., AND T OUSSAINT, G. T. 1992. Relative
like to thank Solidworks for the permission to use Cosmic Blobs neighborhood graphs and their relatives. Proceedings of IEEE
models. This work was supported by a grant from Solidworks Cor- 80, 9 (Sept.), 1502–1517.
poration. The first author was also supported by an NSF Graduate
Research Fellowship. K ATZ , S., AND TAL , A. 2003. Hierarchical mesh decomposition
using fuzzy clustering and cuts. ACM Transactions on Graphics
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