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Musculotendon simulation for hand animation
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
doi:10.1145/1399504.1360682
fatcat:3maoo7rtxjflxjb7bhwnyxfreu