Real Time Skin Deformation with Bones Blending

Ladislav Kavan Jiří Žára
Proceedings of Winter School of Computer Graphics, pp. 69-74, 2003
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.