associated to the rig, provides high-level controls masking most of
the technical difficulties of the animation process, allowing for an
easy manipulation, thus helping the user focus on the creative
issues. While high-level rigs can simplify the animation process,
encapsulating a set of control objects on a single element presents
a particularly challenging problem: designing an interface that
intuitively maps the manipulation of the control to the model
deformation while increasing the rig usability. Our goal is to
employ a sketch based user interface to control model deformations, so that complex shapes can be defined with just a freehand
drawing.