Just a reminder that the Wed class this week is a Design Review of the Beta version of your Authoring Tool. As with the Alpha Version review, here’s the format I would like you to follow in your 4 minute presentation.
NOTE: you should have no more than 4 slides.
Slide 1 - Overview
Name of your Authoring Tool
Group Members
Title and authors of selected paper
Slide 2 - Results => *this is the most important section of your presentation*
- Progress to Date
- Demo, videos and/or screen shots showing what has actually been accomplished
Slide 3 – Next Steps
- Remaining tasks/features to be implemented
- What specifically you think you will be able to author with the final version of your tool
- Overview
- Results
- Progress to Date
- Implement and Integrate RigNet network structure
Develop a Plugin GUI
- Integrate pre-trained RigNet models for inference
- Parameter Control Panel
- Progress Bar
- Progress to Date
- Next Steps
- Upcoming Tasks
- Final Deliverables
Scripts
当然,这里是你这一页 PPT(Next Step – InstaRig)的讲稿草稿,适合在汇报中使用,语气专业但不冗长,大概 1~2 分钟:
Slide Title: Next Step – InstaRig
“Moving forward, we have a few key features and improvements planned to enhance the usability and robustness of InstaRig.”
Upcoming Tasks
“First, we plan to introduce an intuitive bone editor. This will give users the ability to manually remove or adjust any unnecessary or misidentified joints after the initial auto-rigging process, which is especially useful for complex or stylized models.
Next, we’ll be implementing batch processing support, allowing users to apply the rigging pipeline to multiple models in a single workflow. This is especially useful for studios or teams working with large character libraries.
Finally, we’re adding FK/IK rigging options, so users can generate animation-ready controls directly within the tool. This makes the rigs more compatible with common animation pipelines and game engines.”
Final Deliverables
“Our end goal is to deliver a tool that automatically creates skeletons and applies skinning based on the input model geometry, with minimal need for manual intervention.
We’ll also support batch rigging, so teams can process assets at scale efficiently.
To ensure flexibility, users will be able to control and edit skeletons through parameters or direct manipulation.
And finally, we’ll provide a simple installer and onboarding guide, so artists and animators can quickly integrate InstaRig into their existing workflow.”