迪斯尼电影《海洋奇缘》中模拟头发的艺术和技术

Marc Thyng, Christopher Evart, Toby Jones, Aleka McAdams
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引用次数: 2

摘要

从早期的概念艺术开始,《海洋奇缘》便突出了带有长卷发的角色与角色及其环境的互动。这种复杂程度的头发相互作用和动态提出了苛刻的模拟需求,导致整个头发模拟管道的变化,从梳理到技术动画。为了克服这些挑战,我们实现了一个新的头发模型和数据类型,以及我们如何处理头发碰撞。我们讨论了我们的头发模拟和技术动画过程的动机和细节,以及新模型对艺术家互动和我们整体管道的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The art and technology of hair simulation in Disney's Moana
Beginning with the early concept art, Moana featured characters with long curly hair interacting heavily with both the characters and their environment. This level of complexity in hair interactions and dynamics presented demanding simulation needs which led to changes throughout the hair simulation pipeline, from grooming to technical animation. In order to overcome these challenges we implemented a new hair model and data type, as well as overhauled how we handled hair collisions. We discuss the motivation and details of our hair simulation and technical animation process, as well as the implications of the new model both to artist interactions and our overall pipeline.
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