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Published on Nov 2, 2013
Humanoid 3D models can be easily acquired through various sources, including online. The use of such models within a game or sim- ulation environment requires human input and intervention in order to associate such a model with a relevant set of motions and cont rol mechanisms. In this paper, we demonstrate a pipeline where human oid 3D models can be incorporated within seconds into an animation system, and infused with a wide range of capabilities, such as locomo tion, object manipulation, gazing, speech synthesis and lip syncing. We offer a set of heuristics that can associated arbitrary joint names with canonical ones, and describe an fast retargeting algorithm that enables us t o instill a set of behaviors onto an arbitrary humanoid skeleton. We believe that such a system will vastly increase the use of 3D interactive characters due to the ease that new models can be animated.
This paper was presented at the 5th Annual Conference on Motion in Games in Rennes, France, November, 2012.