1. Introduction

In the last years many attempts were taken to simulate lifelike character behaviour in real-time applications like computer-games.

In a hierarchic organized 3D character, different body parts of the articulated object are separate objects, stored in a hierarchy and joined to each other at pivot points, each referencing child objects (= attached objects of a lower hierarchic order). The flexibility and adaptability of this method are its main benefits; however this method also has a number of drawbacks: As the objects in the hierarchy are all separate, it is inevitable that gaps between these objects will appear when the character is animated [Lander1997].

Blending between Character Meshes, also called vertex-key-framing, uses interpolation functions to generate the in-between positions of the vertices from different poses. Tweening is the fastest way of animating, but it requires the application to hold multiple copies of the mesh in memory, one for each key frame, so its memory footprint is very high. A more flexible solution would allow the artist to set up the meshes for animation as they normally do, by attaching them to a skeletal system and then letting the game perform the skeletal deformation itself. This would enable the application to create unique animation sequences based on user interaction, instead of interpolating from pre-modelled and stored poses. Besides offering increased realism, this technique can be more easily integrated with various physics simulators.
After taking a look at the requirements of the mentioned animation techniques, this paper will present an implementation showing the combination of precomputed animation and real-time effects based on a skeletal system.

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