Dynamic Skinning: Kinematics-Driven Cartoon Effects for Articulated Characters

We present an extension to traditional rig skinning, like Linear Blend Skinning (LBS), to produce secondary motions that exhibit the appearance of a physical phenomena without need for simulation. At the core of the technique, we call dynamic skinning, is a set of deformers which offset position of individual vertices as a function of position derivatives and time. Examples of such deformers create effects such as oscillation in response to movement and the appearance of wave propagation, among others. Because the technique computes offsets directly and does not solve physics equations, it is extremely fast to compute. It also boasts a highdegree of customizability which supports a desirable artist workflow and fine level of control. Finally, we showcase the technique in a number of scenarios and make comparisons with the state of the art.

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Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2026-01-14
DOI
https://doi.org/10.1109/tvcg.2026.3653317
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
0.00
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article

Dynamic Skinning: Kinematics-Driven Cartoon Effects for Articulated Characters

Victor Zordan, Damien Rohmer, Niranjan Kalyanasundaram, Karim Salem
IEEE Transactions on Visualization and Computer Graphics
Human Motion and Animation
article

Dynamic Skinning: Kinematics-Driven Cartoon Effects for Articulated Characters

Victor Zordan, Damien Rohmer, Niranjan Kalyanasundaram, Karim Salem
article en

Abstract

We present an extension to traditional rig skinning, like Linear Blend Skinning (LBS), to produce secondary motions that exhibit the appearance of a physical phenomena without need for simulation. At the core of the technique, we call dynamic skinning, is a set of deformers which offset position of individual vertices as a function of position derivatives and time. Examples of such deformers create effects such as oscillation in response to movement and the appearance of wave propagation, among others. Because the technique computes offsets directly and does not solve physics equations, it is extremely fast to compute. It also boasts a highdegree of customizability which supports a desirable artist workflow and fine level of control. Finally, we showcase the technique in a number of scenarios and make comparisons with the state of the art.

IEEE Transactions on Visualization and Computer GraphicsVol. 32(3)
Centre National de la Recherche Scientifique (FR), École Polytechnique (FR), Clemson University (US)
Openalex Percentile: Top 87%
Human Motion and Animation
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