
Statistical Analysis of Joint Determination for Skeleton Driven 
Animation of Human Hands 
E. Chaudhry
1
, L. H. You
1
, X. Jin
2
 
and Jian J. Zhang
1
 
1
National Centre for Computer Animation, Bournemouth University, U.K. 
2
State Key Lab of CAD & CG, Zhejiang University, China 
Keywords:  Virtual Characters, Skeleton Driven Animation, Joint Determination, Statistical Analysis, Skin Deformation. 
Abstract:  Skeleton driven character animation is the most popular animation technique. It has been widely applied in 
the current computer animation industry. Correct determination of joint positions plays a very important role 
in creating realistic skin deformation of character animation. Current various approaches of skeleton driven 
character animation have not addressed this issue. In this paper, we propose a statistical method to 
determine the correct joint position using the statistical data analysis of different X-ray joint images. First, 
we measure different joint positions from sample X-ray images. Then, we statistically analyse the data, and 
obtain relative mean and maximum and minimum positions together with the relative range of joints which 
are used to determine correct joint positions.  
1 INTRODUCTION 
Skeleton driven character animation is most 
frequently applied in computer animation since 
various commercial animation packages use the 
technique of skeleton driven character animation. 
Skeleton driven skin deformation is essential for 
realistic character animation as the realism of an 
animated character depends on the appearance and 
motion of the character. Skeleton driven character 
animation involves the following steps. First, a skin 
surface for the virtual character is created. Then this 
surface is mapped onto the skeleton. The animator 
spends a lot of time and effort to deform the skin 
surface realistically in relation to the motion of the 
skeleton. The realism of an animated character 
depends on the correctness of this relationship 
between skin and skeleton movement. Most 
character animation is driven by skeleton. The 
quality of skeleton driven character animation 
depends on correct joint positions. Currently, joint 
determination is a manual process where animators 
place joints on to a 3D model without any reference 
data. Hence this manual process may not produce 
correct joint positions leading to an unrealistic skin 
deformation.  
The concept of joint-related skin deformation 
was first explored by Thalmann et al. (1998). The 
basic concept of skeleton subspace deformation was, 
later on, explained by Lander (1998, 1999). The 
problem of shrinkage around a joint during bending 
or twisting was discovered by Weber et al. (2000). 
Wang and Philips (2002) proposed a multi-weight 
envelop technique to overcome this problem. Mohr 
and Gleicher (2003) proposed to add additional 
joints. Kavan and Zara (2005) introduced spherical 
blend skinning. Yang et al. (2006) suggested curve 
skeleton skinning approach. The research work 
carried out by Yang et al. (2006) used influence 
joints and blend weights as a solution to this 
problem. Vertices are transformed by using a 
number of weights for smooth transformation of 
bones around the joints of character’s skeleton. This 
method is quite interactive and uses minimum 
animation data. 
In order to address this issue, in this paper, we 
will develop a method which presents the relative 
mean, maximum and minimum positions together 
with the relative range of joints from the statistical 
analysis of available X-ray images. These data can 
be used to determine the positions of joints correctly. 
2 STATISTICAL ANALYSIS OF 
JOINT DETERMINATION 
The basic idea of our proposed method is to find out 
the statistical data from the X-ray images of joints 
123
Chaudhry E., You L., Jin X. and Zhang J..
Statistical Analysis of Joint Determination for Skeleton Driven Animation of Human Hands.
DOI: 10.5220/0004303201230126
In Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information
Visualization Theory and Applications (GRAPP-2013), pages 123-126
ISBN: 978-989-8565-46-4
Copyright
c
 2013 SCITEPRESS (Science and Technology Publications, Lda.)