Hi

Google is your friend.
some tips:
* Bones animations are related to Inverse Kinematics/Forward Kinematics.

* about animation
http://www.siggraph.org/education/materials/HyperGraph/animation/anim0.htm
http://www.siggraph.org/publications/newsletter/

other references
[Badler92]      Norman I. Badler, Cary B. Philips, Bonnie L. Webber -  Simulation
Humans: Computer Graphics, Animation and Control. Oxford University Press,  New
York, NY, 1992.


[Boulic1992]    R. Boulic e D. Thalmann. Combined direct and inverse kinematic
control for articulated figures motion editing. Computer Graphics Forum,
11(4):189--202, 1992. 17

[Parent2001]    Rick Parent, Computer Animation: Algorithms and Techniques –
Chapter 4 Advanced Algorithms and techniques, Morgan-Kaufmann, 2001

[Shen96]        J. Shen, E. Chauvineau, D. Thalmann, Fast Realistic Human Body
deformations for Animation and VR Applications, Proceedings Computer Graphics
International ’96.

[Welman89]      Chris Welman. Inverse Kinematics and Geometric Constraints for
Articuled Figure Manipulation. MSc Thesis, Simon Fraser University. 1993

[Foley93] James D. Foley et alli, Introduction to Computer Graphics, Addinson
wesley

Good Luck

Alessandro


--- Serge Bernier <[EMAIL PROTECTED]> escreveu: > Hi all,
>
> I wounder if anyone know a good site or book that talk about all  the math
> behind the skinning and bones animation. Im searching for some advance
> documentation on that topic.
>
> If you have some good info, let me know;-)
>
> Thanks.
>
> Serge Bernier
>
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