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WSCG
2003

Real Time Skin Deformation with Bones Blending

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Real Time Skin Deformation with Bones Blending
Skeletal animation with vertex blending is a popular method to model believable 3D characters. Its main advantage is its speed that allows real-time deformation even on low-level hardware. However it has some drawbacks as well: for some movements it produces non-natural postures like twisting elbows. We present a new method called bones blending that can be used as an alternative to vertex blending. Bones blending has a power to overcome the artifacts of vertex blending. Keywords Skeletal animation, digital skin, character modeling.
Ladislav Kavan, Jiri Zara
Added 01 Nov 2010
Updated 01 Nov 2010
Type Conference
Year 2003
Where WSCG
Authors Ladislav Kavan, Jiri Zara
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