1. A method for producing realistic computer animation for a character, comprising decomposing the three dimensional character into a plurality of two dimensional elements, wherein said decomposing the three dimensional character into said plurality of two dimensional elements comprises decomposing the three dimensional character into at least one rigid element and at least one flexible element, and a plurality of limbs; decomposing each limb to at least one joint and a plurality of segments, each joint having a plurality of vertices; determining a position of each vertex; determining a plurality of polygons for said limb; warping said polygons of each joint according to said position of each vertex; preparing low resolution approximations of at least some two dimensional elements for constructing a three dimensional approximation of the three dimensional character; performing a first applying one or more sprites to the low resolution approximations of the two dimensional elements, except for said at least one rigid element; performing a second applying of one or more sprites to said at least one rigid element, wherein said second applying of said one or more sprites for said at least one rigid element is performed without said preparing said low resolution approximation for said at least one rigid element; transforming said one or more sprites according to said low resolution approximations to render the three dimensional character, or for said at least one rigid element, directly rendering said at least one rigid element from said one or more sprites; and displaying the rendered three dimensional character.