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.
Index Terms
- Interactive script based dynamics in Big Hero 6
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