Automatic Rigging of Physics-based Vehicles for Games – Physics-Based Animation


Melissa Katz, Paul G. Kry, Sheldon Andrews

We extend the concept of traditional rigging, which links polygonal meshes to an underlying skeleton for 3D characters, to the creation of physics-based wheeled vehicle models directly from surface geometry. Unlike character rigging, physics-based rigging involves assigning joints and collision proxies to animate the surface geometry. We present an automated pipeline that transforms a polygon soup into a physics-based, multi-wheeled vehicle model. The pipeline begins by using text-driven 2D image segmentation to identify vehicle components, which are then mapped onto the 3D mesh. A rough estimate of collision geometries and joint parameters is then used to initialize a rigid body simulation of the vehicle. Then, a numerical optimization refines these parameters in order to produce more realistic vehicle behaviour. The final result is a functioning physics-based vehicle for real-time simulations, which is demonstrated across a variety of vehicles, including cars, tricycles, lunar rovers, and even a semi-truck with 10 wheels.

Rig My Ride: Automatic Rigging of Physics-based Vehicles for Games

We will be happy to hear your thoughts

Leave a reply

Som2ny Network
Logo
Compare items
  • Total (0)
Compare
0
Shopping cart