Abstract
Soft objects change shape as they move. Specifying such changes is a complicated task which has received little attention in the literature largely because, until recently, we had no adequate way to represent such objects.
In order to look natural, any animation has to represent possible motion in the physical world. In this sense, the best animation is based on detailed simulation. Fairing in hand animation can be regarded as a crude attempt to use a few simple rules to do this.
Oursoft objects are represented by a surface constructed around a set of key points. We use both mathematical descriptions and physical simulation to determine the motion of the key points and thus achieve convincing animation effects.
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Wyvill, B., McPheeters, C. & Wyvill, G. Animatingsoft objects. The Visual Computer 2, 235–242 (1986). https://doi.org/10.1007/BF01900347
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DOI: https://doi.org/10.1007/BF01900347