Skinning with dual quaternions
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Deformation styles for spline-based skeletal animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Automatic linearization of nonlinear skinning
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
Technical Section: Skeleton driven animation based on implicit skinning
Computers and Graphics
Fast automatic skinning transformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Analytic Curve Skeletons for 3D Surface Modeling and Processing
Computer Graphics Forum
Differential blending for expressive sketch-based posing
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
SMI 2013: Shape modeling for animated characters using ordinary differential equations
Computers and Graphics
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The skeleton driven skinning technique is still the most popular method for animating deformable human and creature characters. Albeit an industry de facto due to its computational performance and intuitiveness, it suffers from problems like collapsing elbow and candy wrapper joint. To remedy these problems, one needs to formulate the non-linear relationship between the skeleton and the skin shape of a character properly, which however proves mathematically very challenging. Placing additional joints where the skin bends increases the sampling rate and is an ad hoc way of approximating this non-linear relationship. In this paper, we propose a method that is able to accommodate the inherent non-linear relationships between the movement of the skeleton and the skin shape. We use the so-called curve skeletons along with the joint-based skeletons to animate the skin shape. Since the deformation follows the tangent of the curve skeleton and also due to higher sampling rates received from the curve points, collapsing skin and other undesirable skin deformation problems are avoided. The curve skeleton retains the advantages of the current skeleton driven skinning. It is easy to use and allows full control over the animation process. As a further enhancement, it is also fairly simple to build realistic muscle and fat bulge effect. A practical implementation in the form of a Maya plug-in is created to demonstrate the viability of the technique. Copyright © 2006 John Wiley & Sons, Ltd.