is a method that adds automatically exagerated deformation triggered by skeletal velocity on top of standard skinning animation. This method is real-time
and can be implemented as a single pass vertex shader. It works "out-of-the-box" on existing skinning data
in reusing skinning weights, and it allows non-linear-time editing
from instantaneous pose and velocity information.
The complete project webpage relative to this work (article, videos, open source codes) is available at velocityskinning.com
Example of data: [Manga model
], [Cesium Man
The software is provided under the MIT Open Source licence and was developed by Ewen Collin.