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This
paper presents a real-time skinning
technique for character animation based
on a two-layered deformation model. For
each frame, the skin of a generic
character is first deformed by using a
classic linear blend skinning approach,
then the vertex positions are adjusted
according to a Position Based Dynamics
schema. We define geometric constraints
which mimic the flesh behavior and
produce interesting effects like volume
conservation and secondary animations,
in particular passive jiggling behavior,
without relying on a predefined training
set of poses. Once the whole model is
defined, the character animation is
synthesized in real-time without
suffering of the inherent artefacts of
classic interactive skinning techniques,
such as the "candy-wrapper" effect or
undesired skin bulging.
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