The Next Generation of Fighting...
Transcript of The Next Generation of Fighting...
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The Next Generation of
Fighting Games:
Physics & Animation in UFC
2009 Undisputed
YUKE’S Co., Ltd.
Senior Technical Director
Hiroki Ueno
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Project Goals
Set the Standard for Fighting Games
Realistic Animation
Collision
Constant Control
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Physics and Animation Techniques
1. Integrating Physics Simulation and Animation
2. Character Navigation
3. Full Body IK Targeting
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1. Integrating Physics
with Animation
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Integrating Physics with Animation
Play animation
(prepare reference poses)
Simulate physics using Havok
Adjust Ragdoll speed
Implement poses into geometry
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Physics Simulation Overview
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Visual Debugger
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Challenges We Faced
A. Animation playback not as expected
C. Fighters getting stuck to each other
B. Unstable physics simulation
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A. Getting Animations To Play Properly
1. Proper setup of Ragdolls
2. Adjust range of motion of constraints
3. Connect fighters using constraints
4. Find appropriate parameters using Ragdoll controller
5. Address self-collision problems
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A-1. Proper Setup of Ragdolls
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A-2. Adjust Motion Range of Constraints
Center
Min Max
Desired Pose
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A-3. Connect Fighters Using Constraints
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A-4. Find Appropriate Parameters Using Ragdoll Controller
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B. Stabilizing Physics Simulation
• Limit how close fighters can get to each other
• Prevent fighters from getting too close to fence
• Adjust animations to prevent fighters from getting stuck
• Temporarily limit collision detection
• Make collisions have no effect in certain situations
• Play animations for fighter’s strike responses
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B-1. Correcting Simulation Errors
BEFORE
AFTER
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B-2. Jittering - Causes
• Self-collision
• Joint constraints too limiting
• Too many dynamic constraints
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C. Fixing Fighter Interactions
• Correct animation
• Fix animation poses using IK targeting
• Find pose errors
• Connect fighter to opponent with constraint(s)
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C-1. Example 1
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C-2. Example 2
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C-3. Example 3
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2. Character Navigation
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2-1. Navigation: Our Goals
1. Realistic Animation
• Responsiveness
2. Constant Control
• Blending methods
• Blending prerequisites
• Preventing foot sliding
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1-a. Blending Methods
Right RR Neutral
Blend
Blend
Final Pose
Left
FL
Front
Rear
Right
FR
RL RR
Neutral
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1-b. Blending Prerequisites
• Animations of the same duration
• Minimize Leg Crossing
• Standardized Foot Movements
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Animation Blending Example
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1-c. Preventing Foot Sliding
• 2-Link IKs used to prevent foot sliding
caused by blending and animation
switching
• Animators use 3ds Max to set
coordinates for foot/feet touching the
ground
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Footlock IK Example
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2-a. Constant Control
• Animation for resetting stance
• Changing Direction
– While walking
– While inactive
– During a strike
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3. Full Body IK Targeting
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Targeting : Our Goals
Detect hits on opponents accurately
Use fewer animations more efficiently
Make character movement realistic
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Process Overview
Original pose
Calibrated pose
Target frame
Time
IK R
ate
Animation stops
1.0
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Flow
Fix target frame pose
Calibrate
Fix calibrated pose
Use 2-Link IK to prevent foot sliding
Prepare target frame pose
Calibrate
Initialize
Each frame
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Calibration1. Movement 2. Twist 3. Lean
4. Punch Direction 5. Arm Extension 6. Foot Locking
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Difficulties We Faced
Predicting target frame poses proved harder than the
calibration process.
1: The poses we predicted and the actual poses frequently did not match.
2: Blending animations made it hard to create
accurate poses in advance
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Step 1 : Movement
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Step 2 : Twist
lock lock v0
v1
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Step 3 : Lean
v0
v1
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Step 4 : Punch Direction
v0
v1
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Step 5 : Arm Extension
slide
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Step 6 : Foot Locking
Target Pose
New Pose
Original Pose
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Targeting Techniques
• YUKE’S Original “Full Body IK Targeting”
- No iterative processing
- Limited implementation
• Additional Benefit
- Reduction of physics entanglement problems
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Targeting
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The Standard for Fighting Games
Realistic Animation
Conclusions
Collision
Constant Control
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Thank you.
Presented by Hiroki UenoYUKE’S Co., Ltd. / YUKE’S LA Inc.