← ArchivePaper2005
Physically Based Rigging for Deformable Characters
Steve Capell, Matthew Burkhart, Brian Curless, Tom Duchamp, Zoran Popovic
Drives an elastic volumetric body model with the animator's skeleton, so skeletal motion induces physically plausible secondary deformation and dynamics, combining skeleton-based control with elasticity-based realism.
Abstract
A framework for physically based rigging of deformable characters in which an elastic volumetric model is driven by the animator's skeleton. Skeletal motion induces physically plausible deformation and secondary dynamics through a linear elasticity solve, combining the controllability of skeleton-based rigging with the realism of elasticity-based simulation, and supporting effects such as muscle bulging and jiggle without per-pose sculpting.
How to read this
- Category
- Method: physically based rigging for deformable characters
- Contributions
- A framework where an elastic volumetric body model is driven by the animator's skeleton
- Skeletal motion induces physically plausible deformation and secondary dynamics via a linear elasticity solve
- Supports effects such as muscle bulging and jiggle without per-pose sculpting, combining skeletal controllability with elasticity-based realism
- Context
- Builds directly on the authors' skeleton-driven dynamic deformation work (Capell et al., Interactive Skeleton-Driven Dynamic Deformations), adding a physically based, elasticity-driven rigging layer.Builds on: Interactive Skeleton-Driven Dynamic Deformations
- Correctness
- Realism comes from linear elasticity, which is accurate for moderate deformation but can be less faithful under large or highly nonlinear deformation; results show plausible secondary motion rather than ground-truth-validated tissue behavior.
- Clarity
- Accessible to readers with basic FEM/elasticity background; a first pass conveys the skeleton-drives-elastic-body idea, a second pass clarifies the elasticity solve and coupling.
- How to read it
- First pass for the rigging concept and the controllability-versus-realism tradeoff; second pass on the linear elasticity formulation if you implement physically based secondary motion.
Builds on
Built upon by
Nothing yet.
Related work
- Interactive Skeleton-Driven Dynamic Deformations 2002 / SIGGRAPH
- Robust Treatment of Degenerate Elements in Interactive Corotational FEM Simulations 2014 / CGF
- Somigliana Coordinates: an Elasticity-Derived Approach for Cage Deformation 2023 / SIGGRAPH
- Bodyopt: A Character Deformation Pipeline for Avatar: The Way of Water 2023 / SIGGRAPH
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →