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A RAGDOLL-LESS APPROACH
TO PHYSICAL ANIMATIONS
OF CHARACTERS
IN VEHICLES
© 2019 SIGGRAPH. ALL RIGHTS RESERVED.1
© 2019 SIGGRAPH. ALL RIGHTS RESERVED.
HYOJONG SHIN
EXPERT ANIMATION PROGRAMMER
Ubisoft Reflections
Expert Animation Programmer at Ubisoft and currently doing
R&D for Physics-based Procedural Animation. Previously he
was involved in developing Unreal Engine 4 at Epic Games
and in-house physics engines at NAMCO BANDAI Games.
His first job was on developing PC online games. After that, he
completed his master’s degree in Computer Science at The
University of Tokyo and worked in the simulation industry. He
was in charge of developing real-time fluid simulation engines
which eventually facilitated him entering the game industry
again. Throughout his experiences, his interests have shifted
to combining physics and animations.
Follow Target Poses with Physics-
based Procedural Solutions
/ MAIN GOALS
Self-Balanced Character to reduce
Authored Animations
FOLLOWING
TARGET POSE
/ACTIVE RAGDOLL ?
Just Cause 2 Uncharted 4
GDC 2010: Physics Meets Animation : Character Stunts in Just Cause 2 GDC 2017 : Physics Animation in 'Uncharted 4: A Thief's End'
/COMPLICATIONS
A bunch of vehicles
— Need to be stable with few animations
Complicated setups
— Ragdoll setups / many gains
Seen through car window
— Need to be exaggerated
Characters inside vehicle is not
high priority
— Computing cost
/GOALS
Unconditionally Stable
Intuitive and Less control parameters
— No ragdoll setup
— Understandable Range ( i.e. > 0.0 ~ 1.0 , 0 ~ 100 )
Independent of frameworks
— Should be easy to port to other game engines
Computing Cost
— Should be cheap considering even for Mobile Platforms
/RESULTS
Animations are a bit exaggerated to show the difference clearly
IMPLEMENTATION
/POSITION-BASED DYNAMICS
PBD Examples
11
/FIRST STEP
Simplify spine movement
Apply Position-Based Dynamics
to only spine chain
Post-process After Vehicle Simulation
IK for hands
/PARTICLE DYNAMICS
Consider each bone as a particle
Each particle moves independently
Fix the root bone to a vehicle
— Root bone completely follows the target
/BASIC IDEA
14
/BASIC IDEA
15
/BASIC IDEA
16
/BASIC IDEA
17
/BASIC IDEA
18
/BASIC IDEA
19
/DISTANCE CONSTRAINTS
20
/DISTANCE CONSTRAINTS
21
/DISTANCE CONSTRAINTS
22
Solved in only one step
Doesn’t need iteration
/MODIFY ORIENTATIONS
Adjust each bone’s orientation
/TIME INTEGRATION
Move particles with their velocities
Should follow the target position
How can we compute velocity?
/MESHLESS DEFORMATIONS
Meshless Deformations Based on Shape Matching[ Muller et al. 2005]
/VELOCITY COMPUTATION
Added Damping Coefficient
𝛼 : stiffness parameter
𝒗𝑖(𝑡 + ℎ) = 𝛼
𝒈𝑖 𝑡 − 𝒙𝑖 𝑡
ℎ
+ 1 − 𝛼 𝒗𝑖(𝑡)
Restoration term
/VELOCITY COMPUTATION
Added Damping Coefficient
𝛼 : stiffness parameter
If 𝛼 is 1.0, completely solid
𝒗𝑖(𝑡 + ℎ) = 𝛼
𝒈𝑖 𝑡 − 𝒙𝑖 𝑡
ℎ
+ 1 − 𝛼 𝒗𝑖(𝑡)
/VELOCITY COMPUTATION
Added Damping Coefficient
𝛼 : stiffness parameter
If 𝛼 is 1.0, completely solid
If 𝛼 is 0.0, no recovery impulse
𝒗𝑖(𝑡 + ℎ) = 𝛼
𝒈𝑖 𝑡 − 𝒙𝑖 𝑡
ℎ
+ 1 − 𝛼 𝒗𝑖(𝑡)
/INTUITIVE PARAMETERS
Stiffness : 0.0 ~ 1.0
Component-based Stiffness
— Forward-Backward direction
— Left-Right direction
— Up-Down direction
Regardless of a value,
It ends up following the reference pose
/STIFFNESS COMPARISON
/JUMP!
Apply dynamics to Hip / Pelvis bone
From Fixed to Movable
/EXTEND TO LEGS
Not simply solved
Need to satisfy all chains
— Not solved in one step
/FABRIK
Forward And Backward Reaching Inverse Kinematics
/HIP MOVEMENT
Animations are quite exaggerated to show the hip movements clearly
/DEVIATION
End bone’s Stiffness
Interpolate middle bones’ weight
Or use weight curve
1.0 α
0.8 α
/EXAMPLE
/ANGULAR CONSTRAINTS
Cone constraint
— Project to 2D-plane
— Just compare X
)𝜃
𝜃
POSE MODIFIER
/MODIFY TARGET POSES
Key-framed
Animation
Physics Bone
Controller
Modify Target
Reference Poses
/WHY DO WE NEED THIS?
Unnatural on slopes or uneven terrains
Solve without additional animations
Anti-gravity / Counter-balance
/EXAMPLE
42
/BALANCING
ZMP ( Zero Moment Point )
43
Right Foot
Left Foot
Center Of Mass
Comfort Zone
/BALANCING
𝑣 : velocity of COM
44
V
/LINEAR MOMENTUM
𝑃 = ෍
𝑖=0
𝑛
𝑚𝑖 𝒗𝑖 𝑃 = 𝑀𝑽
𝑝 = 𝑚𝑣
𝑀 : Total sum of masses
𝐹−1
/MOVING COM
48
/MOVING COM
49
/EXPECTED POSE
50
/REALITY
51
/NEED ONE MORE CONDITION
52
Fix feet positions
/POSITION CONDITIONS
IK Solver
— Jacobian Pseudo-Inverse
Velocity-based concept
ሶ𝒓 = 𝑱 𝑣
ሶ𝜽
𝑱 =
𝜕𝒓
𝜕𝜽
ሶ𝒓
フルボディIKエンジンの作り方(How to make Full-body IK Engne) – Tsuda, CEDEC 2011
/EXTEND TO FULL-BODY
Full-Body IK
/COMBINE WITH BALANCE CONDITION
Consider COM ( Center Of Mass )
Construct Jacobian with COM condition
ሶ𝑟
𝑀𝑉
=
𝐽𝑣
𝐽 𝑚
ሶ𝜃 = 𝐽 ሶ𝜃
𝑃 = 𝑀𝑉 = 𝐽 𝑚
ሶ𝜃
フルボディIKエンジンの作り方(How to make Full-body IK Engne) – Tsuda, CEDEC 2011
/ONE-LEGGED BALANCE
/BALANCING
/SITTING POSE
/ASSUMPTIONS
Assuming keyframed COM is correct
/BALANCING ON THE SIDE OF A VEHICLE
/MIX WITH PHYSICS - MOVEMENT ON A BOAT
This character has only one key-pose
/CLINGING ON THE SIDE OF A TRUCK
This character has only one idle animation
/STANDING ON A TRUCK
This character has only one idle animation
/CONCLUSIONS
Works with few poses
Not focusing on high quality but More efficient
— Intuitive and less parameters
Robust and stable
— Imagine you need to check up hundreds of vehicles
Computing cost is cheap
Engine agnostic
?
QUESTIONS

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