Abstract
Abstract
We present a framework to integrate secondary motion into the existing animation pipelines. Skinning provides fast computation for real-time animation and intuitive control over the deformation. Despite the benefits, traditional skinning methods lack secondary dynamics such as jiggling. Our method addresses the rigidity of skinning methods by physically simulating the deformation handles with spring forces. Most
studies introduce dynamic motion into skinning by employing physical simulation on a volumetric mesh, coupling their computational complexity with mesh resolution. Unlike common approaches, we do not require volumetric mesh input and by directly simulating deformation handles, we allow our method to scale to higher mesh resolutions. The simulated handles, namely the spring bones, enrich rigid skinning deformation on a diverse range of 3D models including rigid bodies, elastic bodies, soft tissues, and cloth animation. In essence, we leverage the benefits of physical simulations in the scope of deformation handles which allows us to achieve scalable real-time dynamics on a wide range of subjects while remaining compatible with existing skinning pipelines.