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Myself, and colleague Joe Harkins recently presented this system for a Sci-Tech Academy Award. This was the video that paired with an ACM Siggraph talk I published on the deformation system and set of algorithms that I wrote at Sony for musculoskeletal pose space shape skinning. Read about the system here: http://erickmiller.com/docs/sap_434_M... The core of the system used procedurally generated volume-maintaining geometric muscle primitives that were user controllable, had dynamic animation abilities, and were used as inputs to a layered geometry deformation system which involved a series of non-linear skinning algorithms that included blended dual quaternions as well as a very novel implementation of radial basis function based pose-space deformations, relaxed skin simulation, as well as skin, muscle and fat jiggle - all within a single deformation system which allowed the user ultimate creative and technical control creating dynamic deformations for realism. The system was used on Beowulf, Ghost Rider, Spiderman 3 and other productions. **Note: This software was written almost entirely in C++ using Maya as a framework and was written before "Maya Muscle" existed -- in fact, I made several feature recommendations to Alias that they should implement muscle/skin prior to their acquisition of Comet Muscle. Regardless, this deformation suite accomplishes several features that Maya muscle still comes nowhere close to, primarily it's tight coupling with pose space deformations, we also filed a patent while at Sony due to the novelty.