Vis Comput (2013) 29:545–553
DOI 10.1007/s00371-013-0817-1
ORIGINAL ARTICLE
Shape-aware skeletal deformation for 2D characters
Xun Wang ·Wenwu Yang ·Haoyu Peng ·
Guozheng Wang
Published online: 1 May 2013
© Springer-Verlag Berlin Heidelberg 2013
Abstract This paper presents a skeleton-based method for
deforming 2D characters. While previous skeleton-based
methods drive the shape deformation by binding the skele-
ton to the shape, our method does so by propagating the
skeleton transformations over the shape. In this way, the
tedious process of weight selection in previous skeleton-
based methods is not required. Also, the propagation allows
us to consider the geometric characteristics of the shape
such that local shape distortion can be effectively avoided.
Experimental results demonstrate that our method allows
real-time deformation and generates visually pleasing re-
sults.
Keywords Shape deformation · Skeleton · 2D Character
Animation · Shape matching
1 Introduction
2D shape deformation is widely used in two-dimensional
animation and image editing to represent moving objects
of changing shape. Nowadays, this tool can be commonly
found in commercial software for video editing or 2D char-
acter animation [4], such as Adobe After Effects, Adobe
Flash, or Toon Boom Studio.
Recently, many deformation algorithms that allow the
user to directly manipulate a shape through a click-and-drag
interface have been introduced [8, 28]. By minimizing local
distortion of the shape, these methods can generate pleas-
ing and physically plausible deformation results. However,
X. Wang ·W. Yang (
) · H. Peng · G. Wang
School of Computer Science & Information Engineering,
Zhejiang Gongshang University, Hang Zhou, China
e-mail: wwyang@zjgsu.edu.cn
the click-and-drag interface may fail to control the natural
deformation of 2D characters that have rigid limbs such as
humans or animals (Fig. 1(b)).
For the characters that have a jointed structure, the
skeleton-based approach, which uses a skeleton to control
shape deformation, offers intuitive control as it naturally
manifests the way in which the characters deform. In a typ-
ical workflow, the user defines a skeleton and the system
binds the components of the character to the skeleton such
that each component will follow motions of its associated
skeleton bones: Each point on the character is transformed
by a weighted linear combination of affine transformations
defined by the associated bones [10]. However, binding the
character to a skeleton is not a trivial task, and a tedious
process of weight selection is typically required to obtain
satisfactory deformation results [25].
In [25], Yan et al. decompose the shape into simplices,
i.e., triangles (in 2D) or tetrahedra (in 3D), and use the skele-
ton to control the movement of simplices. In the method,
each simplex is associated with only one skeleton bone, thus
the weight selection issue is avoided. In [9, 22], the influence
weights of each bone to the shape points are computed as
discrete harmonic functions over a mesh coving the shape.
Since such weights can spread the influences of the skele-
ton bones in a topology-aware and localized manner, the
explicit binding between the shape and its skeleton is not
needed. Essentially, however, the above methods determine
the shape deformation mainly from the linear skeleton sub-
space, oblivious to the underlying geometric characteristics
of the shape, which would possibly lead to inappropriate dis-
tortion (Figs. 2 and 7).
This paper presents a shape-aware 2D skeletal deforma-
tion method that combines the skeleton-based approach and
the deformation algorithm that considers the shape rigidity.
To make the shape deform naturally relative to the skeleton,