← ArchivePaper2011
Directing Hair Motion on Tangled
Maryann Simmons, Kelly Ward, Hidetaka Yosumi, Hubert Leo, Xinmin Zhao
Hybrid simulation and keyframe approach for art-directing Tangled's hair to match story-driven 2D draw-over targets during complex character interactions.
Abstract
We describe the hybrid approach used to direct hair motion on Disney's feature film Tangled, where physically plausible simulation alone was insufficient given the high degree of art-direction and hair-character interaction conveyed through detailed 2D drawovers. The system interleaves custom hair dynamics with rig-based keyframed animation on a shot-by-shot basis, classifying shots as passive, animation-driven, or simulation-driven. A two-tiered hair rig provides global and per-subgroup IK, FK, twist, and pinch controls for posing and keyframing, while simulation properties are controlled locally through override sets and curve maps. Rig-animated curves are enhanced with a simulation layer via targeting forces, and simulation-driven shots can be edited post-simulation through deformers that ride along with the simulated hair.
How to read this
- Category
- Production talk / system breakdown: art-directed hair
- Contributions
- A hybrid simulation-plus-keyframe workflow that classifies shots as passive, animation-driven, or simulation-driven to hit 2D draw-over targets
- A two-tiered hair rig with global and per-subgroup IK, FK, twist and pinch controls, with simulation properties controlled locally via override sets and curve maps
- Layering simulation onto rig-animated curves through targeting forces, plus post-simulation editing via deformers that ride along with the simulated hair
- Context
- A companion production account to the earlier 'Simulating Rapunzel's Hair in Tangled', focused on directability rather than the underlying solver.Builds on: Simulating Rapunzel's Hair in Disney's Tangled
- Correctness
- Studio practice, not peer-reviewed; results are production-proven on Tangled, and the workflow exists precisely because physically plausible simulation alone could not meet the heavy art direction, so it is a control framework rather than a validated dynamics model.
- Clarity
- Accessible; a single pass conveys the shot-classification scheme and the rig/override/targeting toolbox, with no heavy math.
- How to read it
- Read once for the directability workflow (shot classes, two-tier rig, targeting forces, ride-along deformers); pair it with the 2010 Rapunzel hair talk for the simulation side underneath.
Builds on
Built upon by
Related work
- Simulating Rapunzel's Hair in Disney's Tangled 2010 / SIGGRAPH
- Simulating Wind Effects on Cloth and Hair in Disney's Frozen 2014 / SIGGRAPH
- Gravity Preloading for Maintaining Hair Shape Using the Simulator as a Closed-Box Function 2022 / SIGGRAPH
- Scriptable Character FX Solution 2019 / DigiPro
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →