Dynamic Skinning: Adding Real-time Dynamic Effects to an Existing Character Animation

Caroline Larboulette 1, 2, 3 Marie-Paule Cani 1 Bruno Arnaldi 2
1 EVASION - Virtual environments for animation and image synthesis of natural objects
GRAVIR - IMAG - Graphisme, Vision et Robotique, Inria Grenoble - Rhône-Alpes, CNRS - Centre National de la Recherche Scientifique : FR71
2 SIAMES - Computer generated images, animation, modeling and simulation
IRISA - Institut de Recherche en Informatique et Systèmes Aléatoires, INRIA Rennes
Abstract : This paper proposes a simple and efficient technique to enhance classical animations of characters by adding a dynamic response of the skin to the movement of the underlying skeleton. The dynamic effects are locally added to the shape obtained through the standard skinning by specifying flesh elements. Our solution relies on a new second skinning operation that blends the current flesh volume computed through smooth skinning with its position in a dynamic frame attached to the skeleton through a visco-elastic element which, combined with a set of weights, controls the local behavior of tissues. We show how the weights can be automatically computed, taking into account the morphology of the limb. The resulting real-time technique is well suited to video games or any application where we need to add dynamic effects, at almost no cost, to an existing animation sequence.
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Caroline Larboulette, Marie-Paule Cani, Bruno Arnaldi. Dynamic Skinning: Adding Real-time Dynamic Effects to an Existing Character Animation. 21st Spring Conference on Computer Graphics (SCCG '05), May 2005, Budmerice Castle, Slovakia. pp.87-93, ⟨10.1145/1090122.1090138⟩. ⟨inria-00402599⟩

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