A 3D model deformation method for deforming, using a Video game device, a 3D model constituted by a plurality of polygons having vertices associated with clusters for specifying an object to be deformed, in correspondence with the drawing period, from data of each frame relating to a motion sequence, comprising:
- a matrix acquisition step in which said video game device acquires a weighting matrix expressing weightings representing the degree of association of vertices in a certain frame with clusters associated with these vertices, a co-ordinate transformation matrix for transforming the local co-ordinate system of the vertices in said certain frame to a world co-ordinate system and an inverse transformation matrix constituting the inverse matrix of the co-ordinate transformation matrix for transforming the local co-ordinate system of the vertices in a base frame different from said certain frame to the world co-ordinate system;
- and
- a world co-ordinate calculation step wherein said video game device finds the world co-ordinates of the vertices in said certain frame using said weighting matrix, said co-ordinate transformation matrix, said inverse co-ordinate transformation matrix and the world co-ordinates of the vertices in said base frame.