Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, ha...
We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformation...
An interactive system is described for creating and animating deformable 3D characters. By using a hybrid layered model of kinematic and physics-based components together with an ...
Skinning geometry effectively continues to be one of the more challenging and time consuming aspects of character setup. While anatomic and physically based approaches to skinning...
We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the tradi...