Learning Skeletal Articulations with Neural Blend Shapes
Peizhuo Li, Kfir Aberman, Rana Hanocka, Libin Liu, Olga, Sorkine-Hornung, Baoquan Chen

TL;DR
This paper introduces a neural method for rigging and skinning 3D characters that learns pose-dependent deformations and corrective blend shapes, enabling high-quality animation of characters with arbitrary meshes without relying on ground-truth deformation models.
Contribution
The work presents a neural framework that learns to rig, skin, and generate blend shapes for diverse characters directly from deformed shapes, generalizing to unseen meshes without specific deformation supervision.
Findings
Achieves high-quality pose-dependent deformations.
Generalizes to unseen characters with arbitrary connectivity.
Enables plug-and-play integration with standard animation tools.
Abstract
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure (e.g., bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore, we propose neural blend shapes--a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts…
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