We present an approach for elastic secondary deformations of shapes described as triangular meshes. The deformations are steered by the simulation of a low number of simple mass-spring sets. The result of this simulation is used to define time-dependent divergence-free vector fields whose numerical path line integration gives the new location of each vertex. This way the deformation is guaranteed to be volume-preserving and without self-intersections, giving plausible elastic deformations. Due to a GPU implementation, the deformation can be obtained in real-time for fairly complex shapes. The approach also avoids unwanted intersections in the case of collisions in the primary animation. We demonstrate its accuracy, stableness and usefulness for different kinds of primary animations/deformations. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling