The Stable
We can also take a polygon mesh skin and attach it to
underlying components (bones, muscles, and generalized tissue).
This work was done largely by
Philip Schneider.
Some Sample Horse Animations
are at the bottom of this page.
Some better, newer, ones using more sophisticated motion
extraction are on the
Vision Page.
The Skin Polygon Mesh
These images
(about 30Kb each)
show the initial polygon mesh skin, which was purchased from
Viewpoint DataLabs .
This polygon mesh has only 2027 vertices and 4050 polygons,
and is a somewhat stylized horse. This initial skin has
no relationship to underlying components or a hierarchy.
The Underlying Components
These images
(about 30 Kb each)
show the underlying components in the default position, with and without the
skin polygon mesh. The bones, muscles,
generalized tissue were designed to fit appropriately under the skin.
The skin was then attached to these components. Each skin vertex
is stored in the local
coordinate frame of the component to which it is attached.
Skin in New Positions
These images
(50-60 Kb each)
show the skin in non-default positions. The adjustment of the skin
during joint motion happens automatically. After adjusting for
new joint positions, the skin undergoes an elastic adjustment.
Skin with Hair in New Positions
These images
(55-80 Kb each)
show the skin in non-default positions with hair.
Animations
1. Trot with Skin (Quicktime, 0.76 Mb)
2. Trot with Fur (Quicktime, 0.83 Mb)
3. Problems if Skin is Attached to Segment Axes Only (Quicktime, 0.86 Mb)
Notice: how stomach skin is attached to limbs, because it is closer to
them than back axis; little skin motion in shoulders and hips (compare
to previous two animation); unnatural shapes in limbs as they move.