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Directing Hair Motion on Tangled

Maryann Simmons, Kelly Ward, Hidetaka Yosumi, Hubert Leo, Xinmin Zhao

SIGGRAPHIndustrial3 cites1 descendantCFX

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Studio practice, not peer-reviewed; results are production-proven on Tangled, and the workflow exists precisely because physically plausible simulation alone could not meet the heavy art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.

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