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Simulating Rapunzel’s Hair in Disney’s Tangled Kelly Ward Maryann Simmons Andy Milne Hidetaka Yosumi Xinmin Zhao Walt Disney Animation Studios 1 Introduction Hair simulation is known to be a complex problem in animation. In Tangled we have the extreme task of simulating 70 feet of hair for the film’s main character, Rapunzel. The excessive hair length in addition to the loose style and intricate structure of the hair present many unique challenges in simulation. Moreover, the specific art direction of the film adds to the complexity of the simulation. 2 Simulation Features To simulate Rapunzel’s hair we use our proprietary hair simulation software, dynamicWires, which utilizes a mass-spring system for the dynamics of curves. We have extended this system to handle the unique challenges of Rapunzel’s hair. Hair Piling and Volume Preservation Rapunzel’s hair con- stantly piles on top of itself on the ground and any other objects or characters in the scene. During simulation, spring forces are ap- plied to colliding segments on the fly to help maintain the volume as well as act as a frictional force on the strands moving over each other or moving apart. The springs only form on direct contact and break after the curve segments have moved beyond a distance threshold that is tuned based on how the hair strands need to slide over each other or stick together. For run-time efficiency we offset the complexity of simulating the immense length of hair by simulating a sparse set of guide curves, around 200. The lack of dense coverage of the curves is most ev- ident near her head where it is easy for curves on the outer, most- visible regions of the hair to fall through the gaps in the hair volume into the inner, bottom layers of hairs. We add extra collision sup- port structures to fill the gaps in the hair volume by connecting the control points of neighboring curves and use the segments that are created from the connections as additional collision influences. The simulation curves then collide with these support structures as they do with any other curve. Effortless Dragging In reality, Rapunzel would need to exert a great deal of physical effort to drag her hair behind her. The art direction of the film calls for Rapunzel to be quite adept at moving with this massive amount of hair; the hair needs to glide easily with her when she moves, causing no strain on her motion, and come to a rest when she stops. To control the degree of pull on her hair, we add a tangential friction parameter for the ground contacts by separating the component of friction that lies in the direction tangent to the hair strands. The tan- gential friction component is then scaled down by as much as two orders of magnitude in comparison with the remaining friction. The hair is then able to easily slide along its length without spreading outward on the ground. Moreover, using a high static friction for ground contacts helps stop the hair from continually sliding along the ground after she stops moving. Simulation Freezing Considering that the visible length and ac- tivity of the hair vary per shot, the minimum length of hair needed for simulation also varies per shot. We use a simulation-freezing feature that turns-off the simulation for the back part of the hair, allowing us to adjust the length of simulated hair per-shot, acceler- ating the run-time of the simulation significantly. For scenes where the back of the hair is not visible but Rapunzel is still quite active, the non-visible, non-simulating end of the hair is detached from the rest of the hair so it does not pull back on the still active portions. When the detachment makes the weight of the hair appear too light, a constraint is added to the end of the simulated portion to pull back slightly, giving the illusion of weight. Alternatively, large amounts of hair are often visible lying on the ground but are not in motion. When these inactive portions of hair are visibly connected to active portions we keep the frozen section attached and use spring forces to smoothly blend from the simu- lating to the non-simulating portions. The computational resources of the simulation are thus used for the highly active regions of the hair without wasting time simulating regions of the hair that do not move. Hair-Hair Constraints Controlling the hair while still allowing it to move naturally takes special consideration. We place loose springs between nearby curves to subtly influence the hair to hold its resting configuration, preventing it from falling everywhere, such as spilling over her shoulders, covering her face and body. Given a distance breakaway parameter, these constraints automati- cally attenuate their strength past a certain distance and break com- pletely beyond another distance. This keeps the hair generally to- gether without forcing it to move as a single mass. The hair can still break apart from the volume into smaller pieces, giving a natu- ral look to the overall motion. 3 Results The simulation features described have enabled us to simulate the extreme length of Rapunzel’s hair. Simulation freezing and the col- lision support structures helped us to simulate only a fraction of her total amount of hair per shot, easing the burden of this complex hair immensely. Effortless dragging and hair-hair constraints gave us control over the hair’s motion to let the hair move naturally yet still adhere to the art direction of the film. All images are c Disney Enterprises, Inc.

Simulating Rapunzel’s Hair in Disney’s Tangled...Simulating Rapunzel’s Hair in Disney’s Tangled Kelly Ward Maryann Simmons Andy Milne Hidetaka Yosumi Xinmin Zhao Walt Disney

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  • Simulating Rapunzel’s Hair in Disney’s Tangled

    Kelly Ward Maryann Simmons Andy Milne Hidetaka Yosumi Xinmin Zhao

    Walt Disney Animation Studios

    1 IntroductionHair simulation is known to be a complex problem in animation. InTangled we have the extreme task of simulating 70 feet of hair forthe film’s main character, Rapunzel. The excessive hair length inaddition to the loose style and intricate structure of the hair presentmany unique challenges in simulation. Moreover, the specific artdirection of the film adds to the complexity of the simulation.

    2 Simulation FeaturesTo simulate Rapunzel’s hair we use our proprietary hair simulationsoftware, dynamicWires, which utilizes a mass-spring system forthe dynamics of curves. We have extended this system to handlethe unique challenges of Rapunzel’s hair.

    Hair Piling and Volume Preservation Rapunzel’s hair con-stantly piles on top of itself on the ground and any other objectsor characters in the scene. During simulation, spring forces are ap-plied to colliding segments on the fly to help maintain the volumeas well as act as a frictional force on the strands moving over eachother or moving apart. The springs only form on direct contactand break after the curve segments have moved beyond a distancethreshold that is tuned based on how the hair strands need to slideover each other or stick together.

    For run-time efficiency we offset the complexity of simulating theimmense length of hair by simulating a sparse set of guide curves,around 200. The lack of dense coverage of the curves is most ev-ident near her head where it is easy for curves on the outer, most-visible regions of the hair to fall through the gaps in the hair volumeinto the inner, bottom layers of hairs. We add extra collision sup-port structures to fill the gaps in the hair volume by connecting thecontrol points of neighboring curves and use the segments that arecreated from the connections as additional collision influences. Thesimulation curves then collide with these support structures as theydo with any other curve.

    Effortless Dragging In reality, Rapunzel would need to exert agreat deal of physical effort to drag her hair behind her. The artdirection of the film calls for Rapunzel to be quite adept at movingwith this massive amount of hair; the hair needs to glide easily withher when she moves, causing no strain on her motion, and come toa rest when she stops.

    To control the degree of pull on her hair, we add a tangential frictionparameter for the ground contacts by separating the component offriction that lies in the direction tangent to the hair strands. The tan-gential friction component is then scaled down by as much as twoorders of magnitude in comparison with the remaining friction. Thehair is then able to easily slide along its length without spreading

    outward on the ground. Moreover, using a high static friction forground contacts helps stop the hair from continually sliding alongthe ground after she stops moving.Simulation Freezing Considering that the visible length and ac-tivity of the hair vary per shot, the minimum length of hair neededfor simulation also varies per shot. We use a simulation-freezingfeature that turns-off the simulation for the back part of the hair,allowing us to adjust the length of simulated hair per-shot, acceler-ating the run-time of the simulation significantly.

    For scenes where the back of the hair is not visible but Rapunzel isstill quite active, the non-visible, non-simulating end of the hair isdetached from the rest of the hair so it does not pull back on the stillactive portions. When the detachment makes the weight of the hairappear too light, a constraint is added to the end of the simulatedportion to pull back slightly, giving the illusion of weight.

    Alternatively, large amounts of hair are often visible lying on theground but are not in motion. When these inactive portions of hairare visibly connected to active portions we keep the frozen sectionattached and use spring forces to smoothly blend from the simu-lating to the non-simulating portions. The computational resourcesof the simulation are thus used for the highly active regions of thehair without wasting time simulating regions of the hair that do notmove.Hair-Hair Constraints Controlling the hair while still allowingit to move naturally takes special consideration. We place loosesprings between nearby curves to subtly influence the hair to holdits resting configuration, preventing it from falling everywhere,such as spilling over her shoulders, covering her face and body.Given a distance breakaway parameter, these constraints automati-cally attenuate their strength past a certain distance and break com-pletely beyond another distance. This keeps the hair generally to-gether without forcing it to move as a single mass. The hair canstill break apart from the volume into smaller pieces, giving a natu-ral look to the overall motion.

    3 ResultsThe simulation features described have enabled us to simulate theextreme length of Rapunzel’s hair. Simulation freezing and the col-lision support structures helped us to simulate only a fraction ofher total amount of hair per shot, easing the burden of this complexhair immensely. Effortless dragging and hair-hair constraints gaveus control over the hair’s motion to let the hair move naturally yetstill adhere to the art direction of the film.

    All images are c©Disney Enterprises, Inc.