000

Index Labels

Inheriting Velocity in Ragdolls

.

After a slew of abstract articles about C++ and code structuring I'd like to get back to some more meaty game engine stuff. So today I'll talk about ragdolls. In particular, how to preserve the momentum of animated objects, so that when you switch over to the ragdoll it continues to stumble forward in the same direction that the animation was moving, before crashing to a gruesome death.

So this is a small, but important problem. We want to somehow get the velocities of the animated objects and then apply them to the bodies in the ragdoll. The only snag is that animated objects typically don't know anything about velocities. Also, we need some way of matching up the physics bodies with the animated objects.

First, some background information. In the Bitsquid engine, physics, scene graph and animation are completely separate systems. We strongly believe in minimizing the couplings between different systems since that makes the engine easier to understand, reason about, modify, optimize and rewrite.

  • The physics system simulates a number of bodies, possibly connected by joints.

  • The scene graph handles local-to-world transforms for a collection of nodes in a hierarchy.

  • The animation system evaluates and blends animation curves for bones.

Bones and bodies hold references (just integer indices, really) to nodes in the scene graph and this how the systems communicate. After the animation has been evaluated, the resulting local transforms are written to the bones' nodes in the scene graph.

For keyframed physics (animated hit bodies), the animation drives the physics, which means the physics' bodies will read their world transforms from the corresponding nodes in the scene graph. For ragdolled physics, the world transforms of the bodies are written to the scene graph after the simulation has completed.

For partial ragdolls (such as a non-functioning, but still attached limb) or powered ragdolls (ragdolls driven by motors to achieve animation poses) it gets a little more involved (perhaps a topic for a future post), but the basic setup is the same.

Given this setup there are two ways of calculating the animation velocities:

  • We can calculate the velocities directly by differentiating the animation curves.

  • We can record a node's transform at two different time steps and compute the velocity from the difference.

The first approach is doable, but not very practical. Not only do we have to differentiate all the animation curves, we must also take into account how those velocities are affected by the blend tree and local-to-world transforms. And even if we do all that, we still don't account for movements from other sources than animation, such as scripted movements, IK or interactions with the character controller.

The second option is the more reasonable one. Now all we need is a way of obtaining the transforms from two different time steps. There are a number of possible options:

  • We could add an array of Matrix4x4:s to our scene graph's last_world where we store the last world transform of every object. So whenever we want to go to ragdoll we always have a last_world transform to calculate velocities from.

  • We could simulate the character backwards in time when we want to go to ragdoll and obtain a last_world transform that way.

  • We could delay the transition to ragdoll one frame, so that we have enough time to gather two world transforms for computing the velocity.

The first approach is conceptually simple, but costly. We are increasing the size of all our scene graphs by about 50 % (previously they contained local and world transforms, now they will also need last_world). In addition we must memcpy(last_world, world) before we compute new world transforms. That's a significant cost to pay all the time for something that happens very seldom (transition to ragdoll).

The second appraoch sounds a bit crazy, but some games actually already have this functionality. Servers in competetive multi-player fps games often need to rewind players in time in order to accurately determine if they were able to hit each other. Still, I find the approach to be a bit too complicated and invovled just to get a velocity.

The third aproach seems simple and cheap, but it violates one of our Bitsquid principles: Thou Shalt Not Have Any Frame Delays. Delaying something a frame can be a quick fix to many hairy problems, but it puts your game in a very weird transitional state where it at the same time both is and isn't (yet) something. The character isn't really a ragdoll yet, but it will be the next frame, whether I want to or not.

This new slightly self-contradictory state invites a host of bugs and before you know it, little logic pieces will start to seep into the code base "do this unless you are in the special transition-to-ragdoll state". Congratulations, you have just made your codebase a lot more complicated and bug prone.

If this is not enough, consider the poor sucker who just wants to write a routine that does A, B, C and D, when A, B and C requires frame delays. Suddenly what was supposed to be simple function got turned into a state machine that needs to run for four frames to produce it result.

The simple rule that actions should take place immediately protects against such insanity.

So three options, none of them especially palpable.

I actually went with the first one, to always compute and store last_world in the scene graph, but with a flag so that this is only used for units that actually need it (characters that can go to ragdoll). When there is no clear winner, I always pick the simplest solution, because it is a lot easier to optimize later if the need should arise. (We could for example track last_world only for the nodes which have a corresponding ragdoll actor. Also we could store last_world as (p,q) instead of as a matrix.)

For completion, given the two transforms, the code for compting the velocities will look something like this:

Vector3 p0 = translation(tm_0);
Vector3 p1 = translation(tm_1);
Vector3 velocity = (p1 - p0) / dt

Quaternion q0 = rotation(tm_0);
Quaternion q1 = rotation(tm_1);
Quaternion q = q1 * inverse(q0);
AxisAngle aa = q.decompose();
Vector3 angular_velocity = aa.axis * aa.angle / dt;

Blog Archive

Labels

.NET Programming 2D Drafting 3D Animation 3D Art 3D Artist 3D design 3D effects 3D Engineering 3D Materials 3D Modeling 3D models 3D presentation 3D Printing 3D rendering 3D scanning 3D scene 3D simulation 3D Sketch Inventor 3D Texturing 3D visualization 3D Web App 3ds Max 4D Simulation ACC Adaptive Clearing adaptive components Add-in Development Additive Manufacturing Advanced CAD features Advanced Modeling AEC Technology AEC Tools affordable Autodesk tools AI AI animation AI Assistance AI collaboration AI Design AI Design Tools AI Experts AI for Revit AI Guide AI in CAD AI in CNC AI in design AI in Manufacturing AI in Revit AI insights AI lighting AI rigging AI Tips AI Tools AI troubleshooting AI workflow AI-assisted AI-assisted rendering AI-enhanced Animation animation pipeline animation tips Animation workflow annotation AR architectural design architectural modeling architectural preservation architectural visualization Architecture architecture design Architecture Engineering Architecture Firm Architecture Productivity architecture software architecture technology Architecture Workflow Arnold Renderer Arnold Shader Artificial Intelligence As-Built Model Asset Management augmented reality AutoCAD AutoCAD advice AutoCAD API AutoCAD Basics AutoCAD Beginner AutoCAD Beginners AutoCAD Civil 3D AutoCAD Civil3D AutoCAD commands AutoCAD efficiency AutoCAD Expert Advice AutoCAD features AutoCAD File Management AutoCAD Layer AutoCAD Layers AutoCAD learning AutoCAD print settings AutoCAD productivity AutoCAD Teaching AutoCAD Techniques AutoCAD tips AutoCAD tools AutoCAD training. AutoCAD tricks AutoCAD Tutorial AutoCAD workflow AutoCAD Xref Autodesk Autodesk 2025 Autodesk 2026 Autodesk 3ds Max Autodesk AI Autodesk AI Tools Autodesk Alias Autodesk AutoCAD Autodesk BIM Autodesk BIM 360 Autodesk Certification Autodesk Civil 3D Autodesk Cloud Autodesk community forums Autodesk Construction Cloud Autodesk Docs Autodesk Dynamo Autodesk features Autodesk for Education Autodesk Forge Autodesk FormIt Autodesk Fusion Autodesk Fusion 360 Autodesk help Autodesk InfraWorks Autodesk Inventor Autodesk Inventor Frame Generator Autodesk Inventor iLogic Autodesk Knowledge Network Autodesk License Autodesk Maya Autodesk mistakes Autodesk Navisworks Autodesk news Autodesk plugins Autodesk productivity Autodesk Recap Autodesk resources Autodesk Revit Autodesk Software Autodesk support ecosystem Autodesk Takeoff Autodesk Tips Autodesk training Autodesk tutorials Autodesk update Autodesk Upgrade Autodesk Vault Autodesk Video Autodesk Viewer Automated Design Automation Automation Tutorial automotive design automotive visualization Backup Basic Commands Basics Batch Plot Beginner Beginner Tips beginner tutorial beginners guide Big Data BIM BIM 360 BIM Challenges BIM collaboration BIM Compliance BIM Coordination BIM Data BIM Design BIM Efficiency BIM for Infrastructure BIM Implementation BIM Library BIM Management BIM modeling BIM software BIM Standards BIM technology BIM tools BIM Trends BIM workflow Block Editor Block Management Block Organization Building Design Software Building Maintenance building modeling Building Systems Building Technology ByLayer CAD CAD API CAD assembly CAD Automation CAD Blocks CAD CAM CAD commands CAD comparison CAD Customization CAD Data Management CAD Design CAD errors CAD Evolution CAD File Size Reduction CAD Integration CAD Learning CAD line thickness CAD management CAD Migration CAD mistakes CAD modeling CAD Optimization CAD plugins CAD Productivity CAD Rendering CAD Security CAD Skills CAD software CAD software 2026 CAD software training CAD standards CAD technology CAD Tips CAD Tools CAD tricks CAD Tutorial CAD workflow CAM car design software Case Study CEO Guide CGI design Character Rig cinematic lighting Civil 3D Civil 3D hidden gems Civil 3D productivity Civil 3D tips civil design software civil engineering Civil engineering software Clash Detection Class-A surfacing clean CAD file cleaning command client engagement Cloud CAD Cloud Collaboration Cloud design platform Cloud Engineering Cloud Management Cloud Storage Cloud-First CNC CNC machining collaboration command abbreviations Complex Renovation concept car conceptual workflow Connected Design construction Construction Analytics Construction Automation Construction BIM Construction Cloud Construction Planning Construction Scheduling Construction Technology contractor tools Contractor Workflow Contraints corridor design Cost Effective Design cost estimation Create resizable blocks Creative Teams CTB STB Custom visual styles Cutting Parameters Cybersecurity Data Backup data management Data Protection Data Reference Data Security Data Shortcut Design Automation Design Career Design Collaboration Design Comparison Design Coordination design efficiency Design Engineering Design Hacks Design Innovation design optimization Design Options design productivity design review Design Rules design software design software tips Design Technology design tips Design Tools Design Workflow design-to-construction Designer Designer Tools Digital Art Digital Assets Digital Construction Digital Construction Technology Digital Content Digital Design Digital engineering digital fabrication Digital Manufacturing digital marketing digital takeoff Digital Thread Digital Tools Digital Transformation Digital Twin Digital Twins digital workflow dimension dimensioning Disaster Recovery drafting Drafting Efficiency Drafting Shortcuts Drafting Standards Drafting Tips Drawing Drawing Automation drawing tips Dref Dynamic Block Dynamic Block AutoCAD Dynamic Blocks Dynamic doors Dynamic windows Dynamo Dynamo automation early stage design eco design editing commands Electrical Systems Emerging Features Energy Analysis energy efficiency Engineering Engineering Automation engineering data Engineering Design Engineering Innovation Engineering Productivity Engineering Skills engineering software Engineering Technology engineering tools Engineering Tools 2025 Engineering Workflow Excel Export Workflow Express Tools External Reference facial animation Facial Rigging Facility Management Families Fast Structural Design Field Documentation File Optimization File Recovery Flame flange tips flat pattern Forge Development Forge Viewer FreeCAD Fusion 360 Fusion 360 API Fusion 360 tutorial Future of Design Future Skills Game Development Gamification Generative Design Geospatial Data GIS Global design teams global illumination grading optimization green building Green Technology Grips Handoff HDRI health check Healthcare Facilities heavy CAD file Heavy CAD Files heritage building conservation hidden commands Hospital Design HVAC HVAC Design Tools HVAC Engineering Hydraulic Modeling IK/FK iLogic Import Workflow Industry 4.0 Infrastructure infrastructure design Infrastructure Monitoring Infrastructure Planning Infrastructure Technology InfraWorks innovation Insight intelligent modeling Interactive Design interactive presentation Interior Design Inventor Inventor API Inventor Drawing Template Inventor Frame Generator Inventor Graphics Issues Inventor IDW Inventor Tips Inventor Tutorial IoT ISO 19650 joints Keyboard Shortcuts keyframe animation Keyframe generation Landscape Design Large Projects Laser Scan Layer Management Layer Organization Learn AutoCAD Legacy CAD Licensing light techniques Lighting and shading Lighting Techniques Linked Models Machine Learning Machine Learning in CAD Machine Optimization Machining Efficiency maintenance command Management manufacturing Manufacturing Innovation Manufacturing Technology Mapping Technology marketing visuals Material Creation Maya Maya character animation Maya lighting Maya Shader Maya Tips Maya tutorial measurement Mechanical Design Mechanical Engineering Media & Entertainment MEP Modeling Mesh-to-BIM Metal Structure modal analysis Model Management Model Optimization Modeling Secrets Modular Housing Motion capture motion graphics motion simulation MotionBuilder Multi Office Workflow Multi-User Environment multileader Navisworks Navisworks Best Practices Net Zero Design ObjectARX .NET API Open Source CAD Organization OVERKILL OVERKILL AutoCAD Page Setup Palette Parametric Components parametric design parametric family Parametric Modeling particle effects particle systems PDF PDM system Personal Brand Phasing PlanGrid Plot Settings Plot Style Plot Style AutoCAD Plotting Plugin Tutorial Plumbing Design point cloud Portfolio Post Construction Post-Processing Practice Drawing preconstruction workflow predictive analysis predictive animation Predictive Maintenance Predictive rigging Prefabrication Presentation-ready visuals Printing Printing Quality Procedural animation procedural motion Procedural Rig Procedural Textures Product Design Product Development product lifecycle product rendering Productivity productivity tools Professional 3D design Professional CAD Professional Drawings professional printing Professional Tips Project Documentation project efficiency project management Project Management Tools Project Visualization PTC Creo PURGE PURGE AutoCAD Rail Transit Rapid Prototyping realistic rendering ReCap Redshift Shader reduce CAD file size Render Render Passes Render Quality Render Settings Rendering rendering engine Rendering Engines Rendering Optimization rendering software Rendering Tips Rendering Workflow RenderMan Renewable Energy Renovation Project Renovation Workflow Reports Resizable Block restoration workflow Revit Revit add-ins Revit API Revit automation Revit Best Practices Revit Collaboration Revit Documentation Revit Family Revit integration Revit MEP Revit Performance Revit Phasing Revit Plugins Revit Scripting Revit skills Revit Standards Revit Template Revit Tips Revit tutorial Revit Workflow Ribbon Rigging robotics ROI Scale Autodesk Schedules screen Sculpting Secure Collaboration Sensor Data Shader Networks Sheet Metal Design Sheet Metal Tricks Sheet Set Manager shortcut keys Shortcuts Siemens NX Simulation simulation tools Sketch Sketching Tricks Small Firms Smart Architecture Smart Block Smart Building Design Smart City Smart Design Smart Engineering Smart Factory Smart Infrastructur Software Compliance software ecosystem Software Management Software Trends software troubleshooting Software Update Solar Energy Solar Panels SolidWorks Startup Design static stress Steel Structure Design Structural Optimization subscription model Subscription Value Surface Modeling sustainability sustainable design Sustainable Manufacturing system performance T-Spline team training guide Technical Drawing technical support Template Setup text style Texture Mapping Texturing thermal analysis Time Management time saving tools Title Blocks toolbar Toolpath Optimization Toolpaths Topography Troubleshooting Tutorial Tutorials urban planning User Interface (UI) UV Mapping UV Unwrap V-Ray Vault Best Practices Vault Lifecycle Vault Mistakes Vector Plotting vehicle modeling VFX Viewport configuration Virtual Environments virtual reality visual effects visualization workflow VR VR Tools VRED Water Infrastructure Water Management Weight Painting What’s New in Autodesk Wind Energy Wind Turbines Workbook workflow Workflow Automation workflow efficiency Workflow Optimization Workflow Tips Worksets Worksharing Workspace XLS Xref Xrefs เขียนแบบ