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Graph."],"published-print":{"date-parts":[[2012,11]]},"abstract":"<jats:p>\n            The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be\n            <jats:italic>rigged<\/jats:italic>\n            . Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this paper, we introduce algorithms and a user-interface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in real-time, and update the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. 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