ICE Team Art: Physics based muscle systems |
I devised a way to simulate jiggling
masses at runtime, using only joints. These methods required baking out
the animation, but it works pretty good. The method uses dynamic hair
strands that drive a splineIK, which drives the joints which are
skinned. The main leg joints handle the majority of the deformations,
and then small amounts of the jiggle joints are added in after the main
skinning is done. While the movement may be 'minor', when used on a full
character, it adds a lot of realism. I was responsible for creating the
model, skeleton, rig, jiggle chains, and modifying the motion captured
animations. |
This is what the above jiggle joint
chains looks like when attached to a full body mesh. Again, while it may
be subtle, your eyes pick up on the jiggle in the chest and legs
creating an illusion of the muscles moving properly with the motion. It
is one of those visual things that your brain doesn't notice unless it
isn't there. When compared to a static bound mesh, the difference is
pretty big. |
What the jiggle joints look like attached
to pants geometry. Again, while subtle, the secondary jiggle adds
motion that your brain picks up on and makes the movement feel more
natural. |