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Metaball Madness: The Rigging of an Implicit Surface Character

Anna-Christine Lykkegaard, Andrew Butts, Julian Teo

SIGGRAPHPixar1 citesRigging

Mesh-free character rig for Elio's implicit-surface liquid supercomputer, giving animators full fidelity control over a rigged shader while preserving renderability.

Abstract

We present a novel character rigging solution developed for OOOOO, a liquid supercomputer in Pixar’s Elio. OOOOO’s design and desired movement necessitated reimagining our conventional way of articulating characters and she became Pixar’s first mesh-free character rig. We developed a system that allowed our animators full fidelity control over what is essentially a rigged shader while ensuring downstream renderability. [Luo et al. 2025] The system’s architecture supports a hierarchical arrangement of implicit surface primitives and operators, allowing for complex transformations while preserving normal animation paradigms and offers unprecedented flexibility in character animation.

How to read this

Category
Method / production case study: rigging an implicit-surface character
Contributions
  • A mesh-free character rigging solution for OOOOO, a liquid supercomputer in Pixar's Elio, described as Pixar's first mesh-free rig.
  • A system giving animators full-fidelity control over what is essentially a rigged shader while preserving downstream renderability.
  • An architecture supporting a hierarchical arrangement of implicit-surface primitives and operators, enabling complex transformations within normal animation paradigms.
Context
Draws on implicit-surface skin deformation work such as Implicit Skinning (Vaillant et al.), repurposing implicit primitives from skinning into a full animatable rig.Builds on: Implicit Skinning: Real-Time Skin Deformation with Contact Modeling
Correctness
Demonstrated on a single bespoke Elio character rather than a general system, so it is production-proven for that case; a reader should keep in mind the approach is tailored to a liquid/implicit-surface design and its reuse on other characters is not the claim.
Clarity
Accessible as a case study; a first pass conveys the rigged-shader concept, a second pass clarifies the primitive/operator hierarchy.
How to read it
Focus on how implicit primitives and operators map to familiar animation controls while staying renderable; a second pass pays off mainly if you build implicit-surface rigs yourself.

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