### Summary This paper attempts to solve the artifacts of linear-blend skinning by changing the fundamental way that interpolation is performed. Rather than taking a weighted sum of matrices, this method interpolates rotations using quaternions and interpolates the translations separately. ### Problem Linear-blend skinning is fast, but introduces artifacts like the candy wrapper effect. Other methods try to fix this by using more complicated methods that are not suitable for interactive use or by requiring a preprocessing step that needs more input data than linear-blend skinning. ### Solution Their solution to this problem is to simply change the fundamental way that interpolation is performed. Traditional LBS simply linearly interpolates the transformations matrices. Instead, their solution interpolates the rotations using quaternions and the translations using normal linear interpolation. The advantage of this method is that it is fast and uses the same input data as LBS, but avoids artifacts such as the candy wrapper effect. ### Contributions 1. Method for interpolating joint transformations for vertex positions in a skin using quaternions rather than matrices. 2. Skinning method that retains the speed and compactness of LBS while avoiding artifacts like the candy wrapper effect. ### Questions, Comments, Flaws This method seems very simple and straightforward -- and it makes sense that it should work. It's surprising that others haven't thought of doing this earlier as it's a relatively simple change that prevents some of the most annoying artifacts related to LBS. Though this does not address any of the authoring or control issues with LBS nor offers a way to include subtleties such as muscle bulges, it works as a simple, somewhat artifact free, drop-in replacement for LBS.