International audienceAnimating numerous humans in virtual worlds with real-time constraint is difficult. The problem is mainly due to the computation time required to animate complex motions. This problem can be solved by the use of animation levels of detail. These manage the computation complexity by selecting the way each model is computed. An animation level of detail of an object consist in a set of animation models with different computation costs. In this paper, we propose a new approach of model design in order to easily build animation levels of detail. Our model architecture consists in a pipeline of sub-models. Each sub-model performs a given task in the animation process: animation of the body or of the legs for example. It enc...