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Stretchable and Twistable Bones for Skeletal Shape Deformation
Alec Jacobson Olga Sorkine
New York University & ETH Zurich
Abstract
Skeleton-based linear blend skinning (LBS) remains the most popu-
lar method for real-time character deformation and animation. The
key to its success is its simple implementation and fast***cution.
However, in addition to the well-studied elbow-collapse and candy-
wrapper artifacts, the space of deformations possible with LBS is
inherently limited. In particular, blending with only a scalar weight
function per bone prohibits properly handling stretching, where
bones change length, and twisting, where the shape rotates along
the length of the bone. We present a simple modification of the LBS
formulation that enables stretching and twisting without changing
the existing skeleton rig or bone weights. Our method needs only an
extra scalar weight function per bone, which can be painted man-
ually or computed automatically. The resulting formulation sig-
nificantly enriches the space of possible deformations while only
increasing storage and computation costs by constant factors.
CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional
Graphics and Realism—Animation
Keywords: shape deformation, articulated character animation,
linear blend skinning
1 Introduction
Skinning and skeletal deformation remain standard for character
animation because the associated deformation metaphor is directly
intuitive for many situations: most characters are creatures or hu-
mans who ought to behave as if a skeleton was moving underneath
their skin. The motion capture pipeline, for example, explicitly
relies on this metaphor to build a subspace representation of hu-
man motion [Anguelov et al. 2005]. At the cost of performance,
some applications demand physical accuracy, ensuring preservation
of volume or simulating muscles [Teran et al. 2005]. Other applica-
tions, such as video games, crowd simulation and interactive anima-
tion editing, cannot afford to compromise real-time performance, so
they trade accuracy for speed and often adopt the simplest and most
efficient implementation of skeletal deformation.
The long-standing standard real-time skeletal deformation method
is linear blend skinning (LBS), also known as skeletal subspace de-
formation or enveloping [Magnenat-Thalmann et al. 1988; Lewis
et al. 2000]. In a typical workflow, a trained rigging artist manually
cons***cts and fits a skeleton of rigid bones within the target shape.
The skeleton is bound to the shape by assigning a set of correspon-
dence weights for each bone, a process which can be tedious and
labor-intensive. To deform the shape, animators assign transforma-
tions to each skeleton bone, either directly or with the assistance of
an inverse kinematics engine or motion capture data. These trans-
formations are propagated to the shape by blending them linearly
as matrix operations according to the bone weights.
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