角色动画绑定

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 从「塑料人」到「有血有肉」:角色动画的物理革命,PhysRig实现更真实、更自然的动画角色变形效果
 机器之心· 2025-07-10 08:35
 Core Viewpoint - The article discusses the limitations of traditional Linear Blend Skinning (LBS) in character animation and introduces a new framework called PhysRig, which aims to enhance the realism and control of character animations through physics-based modeling [2][3][9].   Summary by Sections   Introduction to the Problem - Current animation techniques often result in characters appearing unrealistic, with issues such as volume loss and distortion, particularly in soft materials like skin and fat [2][6][11].   PhysRig Framework - PhysRig integrates a rigid skeleton with a deformable soft body model, utilizing differentiable physics simulation to achieve more natural character deformation [3][9]. - The framework consists of three key components: a differentiable physics simulator, a driving point system, and an optimization strategy [10][13].   Physics Simulation and Optimization Strategy - The optimization process involves inferring internal skeletal movements and material parameters from observed animation results, ensuring stability and efficiency through temporal consistency and local frame optimization [15][17][20].   Comprehensive Evaluation and Dataset - A dataset was created to validate PhysRig's effectiveness, including 17 character types and 120 animation sequences, with metrics such as user ratings and Chamfer distance showing significant improvements over traditional methods [19][22].   Applications and Future Directions - PhysRig allows for pose transfer, enabling the generation of natural volume animations based on skeletal angles from existing animations [24][26]. - The project aims to transition from traditional rigging to physically realistic binding, with plans to open-source the code and dataset and develop a Blender plugin for animation artists [29][30].

