{"id":{"repo_id":"mit","oai_identifier":"oai:dspace.mit.edu:1721.1/62383"},"canonical_url":"https://search.dev.ndltd.org/etd/mit/oai:dspace.mit.edu:1721.1/62383","repository":{"repo_id":"mit","name":"MIT","base_url":"https://dspace.mit.edu/oai/request"},"display":{"title":"Using rigging and transfer to animate 3D characters","abstract":"Transferring a mesh or skeletal animation onto a new mesh currently requires significant manual effort. For skeletal animations, this involves rigging the character, by specifying how the skeleton is positioned relative to the character and how posing the skeleton drives the character's shape. Currently, artists typically manually position the skeleton joints and paint skinning weights onto the character to associate points on the character surface with bones. For this problem, we present a fully automatic rigging algorithm based on the geometry of the target mesh. Given a generic skeleton, the method computes both joint placement and the character surface attachment automatically. For mesh animations, current techniques are limited to transferring the motion literally using a correspondence between the characters' surfaces. Instead, I propose an example-based method that can transfer motion between far more different characters and that gives the user more control over how to adapt the motion to the new character.","abstract_html":"Transferring a mesh or skeletal animation onto a new mesh currently requires significant manual effort. For skeletal animations, this involves rigging the character, by specifying how the skeleton is positioned relative to the character and how posing the skeleton drives the character&#x27;s shape. Currently, artists typically manually position the skeleton joints and paint skinning weights onto the character to associate points on the character surface with bones. For this problem, we present a fully automatic rigging algorithm based on the geometry of the target mesh. Given a generic skeleton, the method computes both joint placement and the character surface attachment automatically. For mesh animations, current techniques are limited to transferring the motion literally using a correspondence between the characters&#x27; surfaces. Instead, I propose an example-based method that can transfer motion between far more different characters and that gives the user more control over how to adapt the motion to the new character.","abstract_has_math":false,"creators":["Baran, Ilya, 1981-"],"institution":"Massachusetts Institute of Technology","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":"Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science.","school":null,"contributors":[],"advisors":["Jovan Popović."],"committee_chairs":[],"committee_members":[],"year":2010,"date_issued":"2010","date_published":"2010","updated_at":"2026-07-22T22:20:47Z","subjects":["Electrical Engineering and Computer Science."],"languages":["eng"],"rights":["M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission."],"rights_urls":["http://dspace.mit.edu/handle/1721.1/7582"],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/1721.1/62383","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Jovan Popović."]},{"key":"dc:contributor.department","label":"Department","values":["Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science."]},{"key":"dc:contributor.other","label":"Dc Contributor Other","values":["Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science."]},{"key":"dc:creator","label":"Author","values":["Baran, Ilya, 1981-"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2011-04-25T15:50:19Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2011-04-25T15:50:19Z"]},{"key":"dc:date.issued","label":"Date","values":["2010"]},{"key":"dc:publisher","label":"Institution","values":["Massachusetts Institute of Technology"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Electrical Engineering and Computer Science."]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["eng"]},{"key":"dc:rights","label":"Dc Rights","values":["M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission."]},{"key":"dc:rights.uri","label":"Rights URI","values":["http://dspace.mit.edu/handle/1721.1/7582"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/1721.1/62383"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.","Cataloged from PDF version of thesis.","Includes bibliographical references (p. 77-82)."]},{"key":"dc:description.abstract","label":"Abstract","values":["Transferring a mesh or skeletal animation onto a new mesh currently requires significant manual effort. For skeletal animations, this involves rigging the character, by specifying how the skeleton is positioned relative to the character and how posing the skeleton drives the character's shape. Currently, artists typically manually position the skeleton joints and paint skinning weights onto the character to associate points on the character surface with bones. For this problem, we present a fully automatic rigging algorithm based on the geometry of the target mesh. Given a generic skeleton, the method computes both joint placement and the character surface attachment automatically. For mesh animations, current techniques are limited to transferring the motion literally using a correspondence between the characters' surfaces. Instead, I propose an example-based method that can transfer motion between far more different characters and that gives the user more control over how to adapt the motion to the new character."]},{"key":"dc:description.degree","label":"Dc Description Degree","values":["Ph.D."]},{"key":"dc:title","label":"Title","values":["Using rigging and transfer to animate 3D characters"]}]}],"canonical_facts":{"dc:contributor.advisor":["Jovan Popović."],"dc:contributor.department":["Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science."],"dc:contributor.other":["Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science."],"dc:creator":["Baran, Ilya, 1981-"],"dc:date.accessioned":["2011-04-25T15:50:19Z"],"dc:date.available":["2011-04-25T15:50:19Z"],"dc:date.issued":["2010"],"dc:description":["Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.","Cataloged from PDF version of thesis.","Includes bibliographical references (p. 77-82)."],"dc:description.abstract":["Transferring a mesh or skeletal animation onto a new mesh currently requires significant manual effort. For skeletal animations, this involves rigging the character, by specifying how the skeleton is positioned relative to the character and how posing the skeleton drives the character's shape. Currently, artists typically manually position the skeleton joints and paint skinning weights onto the character to associate points on the character surface with bones. For this problem, we present a fully automatic rigging algorithm based on the geometry of the target mesh. Given a generic skeleton, the method computes both joint placement and the character surface attachment automatically. For mesh animations, current techniques are limited to transferring the motion literally using a correspondence between the characters' surfaces. Instead, I propose an example-based method that can transfer motion between far more different characters and that gives the user more control over how to adapt the motion to the new character."],"dc:description.degree":["Ph.D."],"dc:identifier.uri":["http://hdl.handle.net/1721.1/62383"],"dc:language.iso":["eng"],"dc:publisher":["Massachusetts Institute of Technology"],"dc:rights":["M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission."],"dc:rights.uri":["http://dspace.mit.edu/handle/1721.1/7582"],"dc:subject":["Electrical Engineering and Computer Science."],"dc:title":["Using rigging and transfer to animate 3D characters"],"dc:type":["Thesis"]},"updated_at":"2026-07-22T22:20:47Z"}