General Information
    • ISSN: 1793-8201 (Print), 2972-4511 (Online)
    • Abbreviated Title: Int. J. Comput. Theory Eng.
    • Frequency: Quarterly
    • DOI: 10.7763/IJCTE
    • Editor-in-Chief: Prof. Mehmet Sahinoglu
    • Associate Editor-in-Chief: Assoc. Prof. Alberto Arteta, Assoc. Prof. Engin Maşazade
    • Managing Editor: Ms. Mia Hu
    • Abstracting/Indexing: Scopus (Since 2022), INSPEC (IET), CNKI,  Google Scholar, EBSCO, etc.
    • Average Days from Submission to Acceptance: 192 days
    • E-mail: ijcte@iacsitp.com
    • Journal Metrics:

Editor-in-chief
Prof. Mehmet Sahinoglu
Computer Science Department, Troy University, USA
I'm happy to take on the position of editor in chief of IJCTE. We encourage authors to submit papers concerning any branch of computer theory and engineering.

IJCTE 2015 Vol.7(6): 482-488 ISSN: 1793-8201
DOI: 10.7763/IJCTE.2015.V7.1006

Automatic Conversion of Human Mesh into Skeleton Animation by Using Kinect Motion

Abdul Razzaq, Zhongke Wu, Mingquan Zhou, Sajid Ali, and Khalid Iqbal

Abstract—Skeleton-base-animation methods have been commonly used in the character animations. The process of making skeleton for character animation is a long-winded task requiring manual tweaking. This paper presents a novel method to create an automatic animated skeleton from 3D human geometric model through mesh contraction. An automatically generated skeleton is animated by using Kinect captured human motion. The method first, extract a 1D curve-skeleton from the mesh through mesh contraction with constraints. Secondly, the hierarchical joint-based skeleton (armature) has been generated, using the extracted 1D curve-skeleton of the input mesh automatically. Third, the real-time human motion is captured by using the Kinect device. The Kinect captured motion also converts into a standard skeleton motion BVH (Biovision hierarchical) format. Finally, the Kinect motion is retargeted to animate the resulting skeleton of the mesh through joint mapping. The main objective of the proposed approach is to minimize labor-intensive process of skeleton adjustment for character animation. The results of a mesh generated skeleton and plausible skeleton animation to demonstrate the efficiency of the proposed work. The mesh generated skeleton and Kinect motion skeleton both can be directly useful for mesh skinning, mesh rigging, and motion retargeting to create satisfactory character animation.

Index Terms—3D mesh, kinect motion, skeleton extraction, motion retargeting, skeleton animation.

Abdul Razzaq, Zhongke Wu, Mingquan Zhou and Sajid Ali are with the Engineering Research Center of Virtual Reality and Applications, Ministry of Education, P.R.C. College of Information Science & Technology, Beijing Normal University, China (e-mail: razzaq144@ hotmail.com, zwu@bnu.edu.cn, mqzhou@bnu.edu.cn and sajid_ila@yahoo.com).
Khalid Iqbal is with the Department of Computer Science, COMSATS Institute of Information Technology, Attock Campus, Pakistan (e-mail: khalidiqbal@ciit-attock.edu.pk).

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Cite:Abdul Razzaq, Zhongke Wu, Mingquan Zhou, Sajid Ali, and Khalid Iqbal, "Automatic Conversion of Human Mesh into Skeleton Animation by Using Kinect Motion," International Journal of Computer Theory and Engineering vol. 7, no. 6, pp. 482-488, 2015.


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