We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional animation pipeline with a novel biomechanical simulator capable of dynamic simulation with complex routing constraints on muscles and tendons. We also describe an algorithm for computing the activation levels of muscles required to track the input animation. We demonstrate the results with several animations of the human hand. CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism--Animation I.6.8 [Simulation and Modeling]: Types of Simulation--Animation
Shinjiro Sueda, Andrew Kaufman, Dinesh K. Pai