Stretch it - Realistic smooth skinning

This source preferred by Jian Jun Zhang and Xiaosong Yang

Authors: Yang, X. and Zhang, J.J.

http://doi.ieeecomputersociety.org/10.1109/CGIV.2006.81

Start date: 26 July 2006

Pages: 323-328

Publisher: IEEE Computer Society

Place of Publication: Washington, DC

DOI: 10.1109/CGIV.2006.81

Smooth Skinning is still the most popular method for the animation of deformable human and creature characters. It has became almost an industry standard because of its intuitiveness to use and efficiency to compute. However it suffers from a number of problems, such as the collapsing elbow and candywrapper effect. In this paper, we present a new method, which is able to solve these defects with very little extra stretching computations. The advantage of this method is its compatibility with the current animation workflow. The animator can change the skin weight any way they like and therefore it favours creativity. The aim of our method is trying to retain the realism and computational efficiency at the same time. It is suitable for situations, where real time response is necessary, like computer games. A practical implementation in the form of a Maya plug-in is created to demonstrate the viability of the method.

This data was imported from Scopus:

Authors: Yang, X. and Zhang, J.J.

Journal: Proceedings - Computer Graphics, Imaging and Visualisation: Techniques and Applications, CGIV'06

Volume: 2006

Pages: 323-328

ISBN: 9780769526065

DOI: 10.1109/CGIV.2006.81

Smooth Skinning is still the most popular method for the animation of deformable human and creature characters. It has became almost an industry standard because of its intuitiveness to use and efficiency to compute. However it suffers from a number of problems, such as the collapsing elbow and candywrapper effect. In this paper, we present a new method, which is able to solve these defects with very little extra stretching computations. The advantage of this method is its compatibility with the current animation workflow. The animator can change the skin weight any way they like and therefore it favours creativity. The aim of our method is trying to retain the realism and computational efficiency at the same time. It is suitable for situations, where real time response is necessary, like computer games. A practical implementation in the form of a Maya plug-in is created to demonstrate the viability of the method. © 2006 IEEE.

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