Linear blend skinning
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Linear Blend Skinning. Same technique – different names. Linear blend skinning Skeleton Subspace Deformation ( SSD ) Smooth skinning (in Maya ). How it works?. Static character model (skeleton with joints) in neutral pose (dress pose)

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Linear Blend Skinning

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Linear blend skinning

Linear Blend Skinning


Same technique different names

Same technique – different names

  • Linear blend skinning

  • Skeleton Subspace Deformation (SSD)

  • Smooth skinning (in Maya)


How it works

How it works?

  • Static character model (skeleton with joints) in neutral pose (dress pose)

  • Each vertex assigned a set of influences with blending weight

  • Rigidly transform each neutral pose vertex (by all of its influencing joints)

  • Blending weights are used to combine these transformed positions


Problems

Problems

  • It cannot represent complex deformations and suffers from characteristic artifacts (candy-wrapper, collapse effect on wrists and around bending joints)

  • Why?

    Vertices are transformed by linearly interpolated matrices (collapses near 180 degrees)


Solutions

Solutions

  • Avoiding such a dissimilar blending transformations (extra transformations that properly interpolates without collapsing

  • I.e. twisting wrists - extra joint that interpolates the rotation angle correctly

  • Could be used also for muscles, wrinkles and etc.

  • The key: since vertices choose weighted sums of transformations, if any linear scaling of an added joint is beneficial it may be used.


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