Bones, Muscle, Dynamic Skin
- going beyond a rigid-body heirarchy requires a skeleton/skin ("bones")
approach
- Darwin3D has example code for Real-time
Skeletal Deformation as a companion to their article in Game Developer magazine
- living structures employ tensegrity structures as described in
The Architecture of Life,
Scientific American (January 1998)
- Animal Modeling and
Animation using bones, muscle and skin is being done by Jane Wilhelms at the
UCSC Visualization Laboratory
- Reflex7 models humans with
bones, muscle, tendons, cartilage and fat
- flesh distortion - flesh needs to sag in the direction of gravity and
momentum, and distort when collided with - i.e. is needs to be subject to the force
simulation engine.