Traditional animation of characters relies on the design of an external shape, called the skin, and an internal skeleton, composed of a hierarchy of frames, which enables one to control the deformation of the skin in a consistent and predictable way. Since it is relatively efficient, this skinning technique is widely used in computer graphics production environments. However, it also has inherent limitations. Even if a large amount of research work were to solve the other known deficiencies of the technique, the fundamental issue remains that some types of deformations can never be generated by it. Examples of this are the dynamic wrinkles of skin or clothes near joints, or inertia effects of muscles and fatty tissues when sharp movements a...