cama lesson 12 - inria
TRANSCRIPT
Computer AnimationLesson 12 - Ragdoll physics
Remi Ronfard, Nov 2019
12 Appeal
Ragdoll physics =« lifelike death »
Ragdoll physics is a type of procedural animation that is often used as a replacement for traditional static death animation. The term ragdoll comes from the problem that the articulated systems, due to the limits of the solvers used, tend to have little or zero joint stiffness, leading to a character collapsing much like a toy into comically improbable or compromising positions.
Rag-doll physics
Ragdoll physicsDead bodies -> all physics, no muscles
Ragdolls have been implemented using Featherstone's algorithm and spring-damper contacts (John Nagle, US Patent, 2000, Method and system for generating realistic collisions in graphical simulation). An alternative approach uses constraint solvers and idealized contacts (Physically Based Modeling Principles and Practice. Proc. SIGGRAPH '97. )
Procedural animation of ragdollsPhysics for multi-layered physical models in non-playing characters (bones / muscle / nervous systems) and deformable scenic elements from "simulated materials" in vehicles, etc. Alternative to pre-made animation: each game is unique, whilst still deterministic. Rather than detract from gameplay through overstimulation, the "natural" qualities of movement provide for a more immersive experience, and extended replayability.
Blended rag-dolls!Blended ragdoll works by playing a pre-made animation, but constraining the output of that animation to what a physical system would allow.
!Used in many games: ! Halo 2, Call of Duty 4, Left 4 Dead, Medal of
Honor Airborne, Unchartered Drake’s Fortune, etc.
Blended Ragdoll Example : Running
Blended Ragdoll Example : Running
Source: Kwon, Hodgins: Control Systems for Human Running using an Inverted Pendulum Model and a Reference Motion Capture Sequence. SCA 2010.
Blended Ragdoll (continued)
Captured motion is divided into small segments
Blended Ragdoll (continued)
Compute inverted pendulum model per segment
Blended Ragdoll (continued)
Adapt segment to the chosen trajectory and context
Quasi-physics
• Source: Sergey Levine and Jovan Popović. SCA 2012. Physically plausible simulation for character animation.
Quasi-physics
• Source: Sergey Levine and Jovan Popović. SCA 2012. Physically plausible simulation for character animation.
Quasi-physics
• Torque term
• Pose term
• End effector term
• Source: Sergey Levine and Jovan Popović. SCA 2012. Physically plausible simulation for character animation.
Quasi-physics
• Goal constraint
• Equations of motion
• Source: Sergey Levine and Jovan Popović. SCA 2012. Physically plausible simulation for character animation.
Quasi physics
Biologically Inspired Control of Physically Simulated Bipeds
Source: Torsten Reil and Colm Massey, Theory Biosci. 2001.
Biologically Inspired Control of Physically Simulated Bipeds
Puppet Master
Puppet Master
Puppet Master
Paper 12 - Deep Mimic