


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. We highlight two specific applications of this general framework, namely the cartoonlike "squashy" and "floppy" effects, achieved from specific combinations of velocity terms. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy.
Anime actio lines skin#
Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Secondary animation effects are essential for liveliness. The resulting rigged character automatically responds to new skeletal animation, without further input. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. Interactive on CPU, our method allows for GPU implementation, yielding real‐time performances even on large meshes. 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. We highlight two specific applications of this general framework, namely the cartoon‐like “squashy” and “floppy” effects, achieved from specific combinations of velocity terms. It then derives per‐vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We propose a simple, real‐time solution for adding them on top of standard skinning, enabling artist‐driven stylization of skeletal motion.
