1. A computer-implemented method comprising: accessing, using a processor, an animated character in a first position, wherein the animated character comprises a skeleton, a mesh that provides a skin for the skeleton, and a skinned representation of a feature that is attached to the animated character after skinning; computing, using the processor, a pre-skinning representation of the feature by inverting the skinned representation of the feature, wherein the inversion includes a non-linear inversion of the skinned representation of the feature, and, inverting the skinned representation includes selecting vertices located between a first and a second location of the feature representation; attaching the pre-skinning representation of the feature to the skeleton; and skinning, using the processor, the skeleton with the attached pre-skinning representation of the feature to produce the animated character in a second position.