Max has received a number of very needed, very important improvements for character deformations in the last few versions. Now we finally have Dual Quaternion, Voxel and Heatmap skin binding and Delta Mush on our toolset and that's great. But why stop there?
Elastic Implicit Skinning is an improvement over Dual Quaternions and Implicit Skinning (a previous paper from the same authors). It's an amazing deformation method that provides a very clean and organic look to characters. It even supports self mesh collisions.
A video of the method:
https://vimeo.com/105364564
A vídeo of their previous Implicit Skinning method where it better shows the self collision properties:
https://vimeo.com/65966757
And heres's the paper:
http://rodolphe-vaillant.fr/?e=59