Velocity Skinning for Real-time Stylized Skeletal Animation
Damien Rohmer, Marco Tarini, Niranjan Kalyanasundaram, Faezeh, Moshfeghifar, Marie-Paule Cani, Victor Zordan

TL;DR
This paper introduces a real-time, artist-controllable skinning method that adds stylized secondary effects to skeletal animations, enhancing physicality and expressiveness in character animation pipelines.
Contribution
A novel, GPU-compatible framework that derives per-vertex deformations from skeletal velocities to produce stylized secondary animations in real-time.
Findings
Enables real-time stylized effects like squashing and floppy motions.
Supports artist control through a simple painting interface.
Works efficiently on large meshes within standard animation workflows.
Abstract
Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoonlike "squashy" and "floppy" effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsHuman Motion and Animation · 3D Shape Modeling and Analysis · Computer Graphics and Visualization Techniques
