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Vertex deformation is a popular technique to animate an erstwhile static object. It is difficult, however, to deform those vertices near multiple limbs of the controlling stick-figure skeleton while maintaining a natural-appearing surface.By applying convolution to the medial axis/surface of the object, the weights associated with vertex deformation can be computed automatically. Fewer undesired artifacts are evidenced in the animated surface.
Jules Bloomenthal (Sun,) studied this question.