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Page 1: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,
Page 2: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,
Page 3: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

The Next Generation of

Fighting Games:

Physics & Animation in UFC

2009 Undisputed

YUKE’S Co., Ltd.

Senior Technical Director

Hiroki Ueno

Page 4: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Project Goals

Set the Standard for Fighting Games

Realistic Animation

Collision

Constant Control

Page 5: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Physics and Animation Techniques

1. Integrating Physics Simulation and Animation

2. Character Navigation

3. Full Body IK Targeting

Page 6: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

1. Integrating Physics

with Animation

Page 7: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Integrating Physics with Animation

Play animation

(prepare reference poses)

Simulate physics using Havok

Adjust Ragdoll speed

Implement poses into geometry

Page 8: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Physics Simulation Overview

Page 9: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Visual Debugger

Page 10: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Challenges We Faced

A. Animation playback not as expected

C. Fighters getting stuck to each other

B. Unstable physics simulation

Page 11: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

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

Page 12: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

A-1. Proper Setup of Ragdolls

Page 13: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

A-2. Adjust Motion Range of Constraints

Center

Min Max

Desired Pose

Page 14: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

A-3. Connect Fighters Using Constraints

Page 15: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

A-4. Find Appropriate Parameters Using Ragdoll Controller

Page 16: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

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

Page 17: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

B-1. Correcting Simulation Errors

BEFORE

AFTER

Page 18: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

B-2. Jittering - Causes

• Self-collision

• Joint constraints too limiting

• Too many dynamic constraints

Page 19: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

C. Fixing Fighter Interactions

• Correct animation

• Fix animation poses using IK targeting

• Find pose errors

• Connect fighter to opponent with constraint(s)

Page 20: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

C-1. Example 1

Page 21: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

C-2. Example 2

Page 22: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

C-3. Example 3

Page 23: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

2. Character Navigation

Page 24: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

2-1. Navigation: Our Goals

1. Realistic Animation

• Responsiveness

2. Constant Control

• Blending methods

• Blending prerequisites

• Preventing foot sliding

Page 25: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

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

Page 27: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Animation Blending Example

Page 28: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

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

Page 29: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Footlock IK Example

Page 30: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

2-a. Constant Control

• Animation for resetting stance

• Changing Direction

– While walking

– While inactive

– During a strike

Page 31: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

3. Full Body IK Targeting

Page 32: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Targeting : Our Goals

Detect hits on opponents accurately

Use fewer animations more efficiently

Make character movement realistic

Page 33: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Process Overview

Original pose

Calibrated pose

Target frame

Time

IK R

ate

Animation stops

1.0

Page 34: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

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

Page 35: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Calibration1. Movement 2. Twist 3. Lean

4. Punch Direction 5. Arm Extension 6. Foot Locking

Page 36: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

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

Page 37: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Step 1 : Movement

Page 38: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Step 2 : Twist

lock lock v0

v1

Page 39: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Step 3 : Lean

v0

v1

Page 40: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Step 4 : Punch Direction

v0

v1

Page 41: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Step 5 : Arm Extension

slide

Page 42: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Step 6 : Foot Locking

Target Pose

New Pose

Original Pose

Page 43: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Targeting Techniques

• YUKE’S Original “Full Body IK Targeting”

- No iterative processing

- Limited implementation

• Additional Benefit

- Reduction of physics entanglement problems

Page 44: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

Targeting

Page 45: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,

The Standard for Fighting Games

Realistic Animation

Conclusions

Collision

Constant Control

Page 46: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,
Page 47: The Next Generation of Fighting Gamestwvideo01.ubm-us.net/o1/vault/gdc10/slides/Ueno_Hiroki_NextGenFi… · Fighting Games: Physics & Animation in UFC 2009 Undisputed YUKE’S o.,
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Thank you.

Presented by Hiroki UenoYUKE’S Co., Ltd. / YUKE’S LA Inc.