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Interactive script based dynamics in Big Hero 6

Published:31 July 2015Publication History

ABSTRACT

In production environments, dynamic effects have been commonly done by rigid body simulations or particle simulations. In Big Hero 6, we set up a directable and very efficient rig for dynamic effects. We used motion equations in VEX script to calculate and control the dynamic terms of each geometry piece without using solvers. This rig was implemented in a history independent procedural animation context and it provided artists more room for art direction and fine tuning. In most cases, we could control the motion in real time. If necessary, we used parts of the geometry pieces for motion design, in order to maintain the interactivity.

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  1. Interactive script based dynamics in Big Hero 6

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    • Published in

      cover image ACM Conferences
      SIGGRAPH '15: ACM SIGGRAPH 2015 Talks
      July 2015
      82 pages
      ISBN:9781450336369
      DOI:10.1145/2775280

      Copyright © 2015 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 31 July 2015

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