A Versatile Quadruped Limb System with Biped Functionality for Madagascar3: Europe’s Most Wanted David Otte PDI/DreamWorks Jeff Wang PDI/DreamWorks Sven Pohle PDI/DreamWorks link locking’. The up-link locking mode keeps the top two of the three segments in-line, such that it effectively creates a two link solution. The parallel mode keeps the first and third segments of the leg parallel to each other while in motion. The lo-link locking mode is the same as up-link locking, except that instead of the top two, the bottom two segments are kept in-line. Figure 1: Marty the zebra as a quadruped, and a biped. 1 Introduction The film Madagascar3: Europe’s Most Wanted required a quadruped limb system with special functionality that could be not be achieved with a traditional multi-link ik solver. We needed a system that would support convincing quadrupedal motion, and have bipedal functionality for when the characters stand up to behave like humans. Also, to avoid maintaining several systems, it would need to work for both the front and rear legs on various types of quadrupedal animals. 2 Finding a Solution We began our development by studying the motion of real quadruped animals and by having discussions with our animation department to flesh out what specific features our system would need. Next, we studied existing in studio quadruped rigs to see which concepts and features could be referenced for the new system. From this process we concluded that in order to achieve the functionality and versatility we needed, that the system would need three modes between which the system could blend. These modes could be used separately or in combination to handle specific challenges when trying to create great on screen performances. 3 The Three Modes Each of the three modes could be deployed by animators to address specific animation issues. For example, the anatomy of quadruped hind legs enforces parallel motion between the first and third leg segments, which can be achieved using the parallel mode. While walking or running, quadrupeds will ’lock out’ the last two segments of their front leg. By setting the front leg to lo-link locking, the animator can easily get this behavior. When a quadruped character stands up and performs as a biped, the animator can turn the three link front legs into two link arms by blending to lo-link locking. This transition is seamless, since the beginning and end positions of the three link chain remain the same while the blend occurs. Animators use the blending to combine the modes to hit challenging poses, or simply to get different quality of motion. Uplink locking exists to create a range about the parallel mode with lo-link locking as the opposite end of that range. 4 We based our system on multiple two link ik solvers since we were unable to produce the up-link and lo-link modes with a traditional multi-link ik solver. The system controls the three segments by using a standard two link solver with it’s goal procedurally offset and rotated about the foot side axis. This is a very common solution for a quadruped leg system. However the challenge for this system was finding how much to rotate the goal about the foot such that the segments would match the up-link locking, parallel, and lo-link locking solution. We found that we could run secondary ik systems (one for each mode) to calculate the angle to place the goal for each of the three modes. The use of dampening and scaling animation controls made it necessary to resize the segments procedurally to match the secondary iks systems. Rigging multiple ik systems individually for each character would be unrealistic. To address this, we designed the system to only require the position of four joints that describe the location of the limb segments. Based on these positions, the system procedurally generates each of the secondary ik systems. 5 Figure 2: Up-link locking, parallel, and lo-link locking modes. The three modes were called ’up-link locking’, ’parallel’, and ’lo- The System Results The quadruped limb system successfully helped animators create convincing quadrupedal motion, in addition to great bipedal performances. The system proved very versatile, as it is being used on all the quadruped characters in the film. These characters include Marty the zebra, Melman the giraffe, Manu the elephant, a circus horse, and all the circus dogs. Using just one system for all the quadrupeds kept our character rigs consistent, and easy to maintain. Future Dreamworks films have adopted and extended the system.
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