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Muscle Modeling for Character Skinning

Oct 10, 2025

Overview

This lecture introduces a method for dynamic, implicit muscle modeling for character skinning, enabling real-time, anatomically plausible deformations with efficient simulation and collision handling.

Background & Motivation

  • Character animation realism benefits from simulating underlying anatomical structure (bones, muscles, soft tissues).
  • Existing skinning methods: geometric (fast, simple, less realistic), data-driven (tedious, limited control), and physics-based (realistic, slow).
  • Implicit Skinning uses scalar fields to simulate elastic skin and contact in real-time.

Proposed Approach

  • New muscle primitives are defined as implicit surfaces (scalar fields) attached to skeletal bones.
  • Muscle shapes are based on swept profiles along a central polyline, with minimal intuitive parameters.
  • Muscle deformation (contraction, bulging, activation) preserves nearly constant volume.
  • Position Based Dynamics (PBD) drives the muscle central curve, adding dynamic effects (e.g. jiggling) and handling collisions.
  • Muscle-muscle, muscle-bone, and muscle-skin collisions are efficiently resolved via field-based constraints.

Muscle Model Details

  • Each muscle primitive has two endpoints attached to bones, user-defined geometry, and rest/activated shapes.
  • The muscle profile is controlled by longitudinal and radial functions, and adjustable eccentricity.
  • Volume is globally preserved by updating width based on muscle length changes.
  • Non-fusiform muscles (e.g. pectorals) are modeled by combining multiple primitives.

Dynamics & Collision Handling

  • Internal muscle polyline points act as particles animated via PBD, constrained by elasticity and collision rules.
  • Mass and stiffness control muscle tone and inertial response; higher stiffness yields tenser muscles.
  • Field-based constraints keep muscles above bones, prevent inter-muscle penetration, and keep muscles inside skin.
  • Global damping and friction model viscoelasticity and energy loss on collision.

Integration with Implicit Skinning

  • Muscle fields are compacted and blended with bone fields using smooth operators to avoid gradient discontinuities.
  • At each animation frame, muscle endpoints and parameters are updated, PBD is solved, and the mesh deforms accordingly.

Results & Performance

  • Muscles simulate plausible dynamics (e.g. bulging, jiggling) with <3% volume variation during animation.
  • The method maintains interactive rates (under 1 sec/frame for complex scenes), with adjustable particle count for performance.
  • User parameters (shape, activation, stiffness) are intuitive; parameter tuning can be keyframed or interactive.
  • Collision constraints double PBD solve time but are critical for realistic deformations.

Limitations & Future Work

  • Main computation bottleneck is scalar field evaluation for mesh vertices.
  • Current model approximates complex muscle shapes and is limited for non-fusiform muscles.
  • Muscle dynamics rely on time step and stiffness tuning; some jiggling effects are challenging to achieve.
  • Future directions include GPU optimization and extending the approach to other tissues like fat or cartilage.

Key Terms & Definitions

  • Implicit Skinning — A method using 3D scalar fields to define and deform a character’s skin, handling elasticity and contact.
  • Muscle Primitive — An implicit surface representing a muscle, defined by a swept profile along a polyline.
  • Position Based Dynamics (PBD) — A physics simulation method that enforces constraints (e.g. elasticity, collisions) on particles’ positions.
  • HRBF (Hermite Radial Basis Function) — A mathematical function used to define smooth scalar fields for modeling surfaces.
  • Volume Preservation — Maintaining a constant muscle volume during shape changes (activation/stretching).

Action Items / Next Steps

  • Practice adjusting muscle parameters (shape, eccentricity, stiffness) interactively in a modeling tool.
  • Review the Implicit Skinning pipeline and how muscle primitives integrate into it.
  • Explore further readings on Position Based Dynamics and implicit modeling for animation.