“A Unified Dynamics Pipeline for Hair, Cloth, and Flesh in “Rango”” by Bowline and Kačić-Alesić

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    A Unified Dynamics Pipeline for Hair, Cloth, and Flesh in "Rango"

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    The visual effects pipeline for a fully animated CGI character requires the application of several layers of dynamics. Simulation of muscles, skin deformation, hair or fur, feathers, and multiple layers of clothing are all required. This is a very difficult task but one that is made manageable by a full featured dynamics engine like PhysBAM. Deformable objects like cloth, hair, and flesh can all be simulated with similar controls and integrated into the same workflow.


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