Skinning Mesh Algorithm Improvement Based on Double Weights

2013 
Skinning animation is one of the important contents in computer animation. This paper presents a skinning mesh algorithm improvement based on double weights for the bone bending and rotating movements. When the bone bends, we use the original weight; when the bone rotates, we set the new weight according to the Gaussian curvature in the influencing area. This method can effectively solve the "candy-wrapper" problem. The experimental results show that our method is simple and practical, especially for the realization of the human arm and leg animations.
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