We present a framework to integrate secondary motion into the existing animation pipelines. Skinning provides fast computation for real-time animation and intuitive control over the deformation. Despite the benefits, traditional skinning methods lack secondary dynamics such as the jiggling of fat tissues. We address the rigidity of skinning methods by physically simulating the deformation handles with spring forces. Most studies introduce secondary motion into skinning by employing FEM simulation on volumetric mesh vertices, coupling their computational complexity with mesh resolution. Unlike these approaches, we do not require any volumetric mesh input. Our method scales to higher mesh resolutions by directly simulating deformation handles. The simulated handles, namely the spring bones, enrich rigid skinning deformation with a diverse range of secondary animation for subjects including rigid bodies, elastic bodies, soft tissues, and cloth simulation. In essence, we leverage the benefits of physical simulations in the scope of deformation handles to achieve controllable real-time dynamics on a wide range of subjects while remaining compatible with existing skinning pipelines. Our method avoids tetrahedral remeshing and it is significantly faster compared to FEM-based volumetric mesh simulations.
We thank the anonymous reviewers for their constructive comments. We also thank Devin Horsman from Arcturus Studios for the initial inspiring discussions. This work was supported by TUBITAK under the project EEEAG-124E183.
@article{sds25,
title={Real-Time Secondary Animation with Spring Decomposed Skinning},
author={Aky\”{u}rek, B. and Sahillio\u{g}lu, Y.},
volume = {44}, number = {5},
journal={Computer Graphics Forum (Proc. SGP)}, publisher={Wiley},
year={2025}
}