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Avatar: The Way of Hair, Cloth, and Coupled Simulation

Xiao Zhai, Eston Schweickart, Nikolay Ilinov, Joel Wretborn, Alexey Stomakhin, John Homer, Jefri Haryono, Julian Butler

SIGGRAPHWeta FX0 citesCFX

Production talk on cloth, hair, and coupled simulation for Avatar 2, covering solver integration and artist workflow at Weta FX.

Abstract

This talk presents CreLoki, an extension to the multi-physics framework Loki. It enables unified creatures physics, such as hair and cloth in wet, dry, and underwater contexts with predefined coupling modes. By maintaining a solver setup configuration that is general enough for every foreseeable use case, CreLoki avoids the most tedious and error-prone steps of scene configuration. CreLoki also offers users a familiar interface via an Autodesk Maya plugin without compromising quality, customizability, or extendability. We found that this tool encourages a broader adoption of unified physics among creature artists.

How to read this

Category
Production talk: coupled creature simulation pipeline
Contributions
  • Demonstrates CreLoki, an extension to the Loki multi-physics framework for unified creature physics across wet, dry, and underwater contexts
  • Shows predefined coupling modes and a general solver setup that avoids tedious, error-prone scene configuration
  • Presents a familiar Autodesk Maya plugin interface intended to broaden adoption of unified physics among creature artists
Context
Extends Weta's Loki unified multiphysics framework for production use on Avatar: The Way of Water, focusing on coupled hair and cloth simulation.Builds on: Loki: A Unified Multiphysics Simulation Framework for Production
Correctness
Studio practice, not peer-reviewed; results are production-proven on the film, and benefits like reduced setup effort and broader artist adoption are reported from internal use rather than controlled evaluation.
Clarity
Accessible talk-level material; a single pass conveys the workflow and motivation.
How to read it
Read once for the coupling modes and the artist-workflow integration via the Maya plugin; revisit only for the solver configuration ideas if you build production simulation tooling.

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