Corda, F.Thiery, J. M.Livesu, M.Puppo, E.Boubekeur, T.Scateni, R.Benes, Bedrich and Hauser, Helwig2020-10-062020-10-0620201467-8659https://doi.org/10.1111/cgf.13900https://diglib.eg.org:443/handle/10.1111/cgf13900Skeleton‐based and cage‐based deformation techniques represent the two most popular approaches to control real‐time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high‐end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real‐time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage‐based deformation, securing it compatible with pre‐existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples.animationmodellingdeformations• Computing methodologies → Shape modellingReal‐Time Deformation with Coupled Cages and Skeletons10.1111/cgf.1390019-32