Musculotendon simulation for hand animation

Shinjiro Sueda, Andrew Kaufman, Dinesh K. Pai
2008 ACM SIGGRAPH 2008 papers on - SIGGRAPH '08  
Figure 1 : Pipeline: The user specifies the model and its corresponding animation. Our system computes the required activations, and simulates the muscles, tendons, and bones. The skin is then attached to the skeleton, and the subcutaneous deformation from tendon motion is added as a post-process. Abstract We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional
more » ... ion pipeline with a novel biomechanical simulator capable of dynamic simulation with complex routing constraints on muscles and tendons. We also describe an algorithm for computing the activation levels of muscles required to track the input animation. We demonstrate the results with several animations of the human hand.
doi:10.1145/1399504.1360682 fatcat:3maoo7rtxjflxjb7bhwnyxfreu