Stretchable and Twistable Bones for Skeletal Shape Deformation
Alec Jacobson, Olga Sorkine
In ACM Transactions on Graphics, 30(6), December 2011.
Abstract: Skeleton-based linear blend skinning (LBS) remains the most popular method for real-time character deformation and animation. The key to its success is its simple implementation and fast execution. 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 manually or computed automatically. The resulting formulation significantly enriches the space of possible deformations while only increasing storage and computation costs by constant factors.
Keyword(s): articulated character animation, linear blend skinning, shape deformation
Article URL: http://dx.doi.org/10.1145/2070781.2024199
BibTeX format:
@article{Jacobson:2011:SAT,
  author = {Alec Jacobson and Olga Sorkine},
  title = {Stretchable and Twistable Bones for Skeletal Shape Deformation},
  journal = {ACM Transactions on Graphics},
  volume = {30},
  number = {6},
  pages = {165:1--165:8},
  month = dec,
  year = {2011},
}
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