Ragdoll physics is a type of
procedural animation
A procedural animation is a type of computer animation, used to automatically generate animation in real-time to allow for a more diverse series of actions than could otherwise be created using predefined animations.
Procedural animation is u ...
used by
physics engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer ...
s, which is often used as a replacement for traditional static death animations in
video game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s and
animated films
Animation is a method by which image, still figures are manipulated to appear as Motion picture, moving images. In traditional animation, images are drawn or painted by hand on transparent cel, celluloid sheets to be photographed and exhibited ...
. As computers increased in power, it became possible to do limited real-time
physical simulations, which made death animations more realistic.
Early
video game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s used manually created animations for a character’s death sequences. This had the advantage of low
CPU
A central processing unit (CPU), also called a central processor, main processor or just processor, is the electronic circuitry that executes instructions comprising a computer program. The CPU performs basic arithmetic, logic, controlling, and ...
utilization, as the data needed to animate a "dying" character was chosen from a set number of pre-drawn frames. In contrast, a ragdoll is a collection of multiple
rigid bodies
In physics, a rigid body (also known as a rigid object) is a solid body in which deformation is zero or so small it can be neglected. The distance between any two given points on a rigid body remains constant in time regardless of external fo ...
(each of which is ordinarily tied to a
bone
A bone is a rigid organ that constitutes part of the skeleton in most vertebrate animals. Bones protect the various other organs of the body, produce red and white blood cells, store minerals, provide structure and support for the body, an ...
in the graphics engine's
skeletal animation
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the '' mesh'' or ''skin'') and a hierar ...
system) tied together by a system of constraints that restrict how the bones may move relative to each other. When the character dies, their body begins to collapse to the ground, honouring these restrictions on each of the joints' motion, which often looks more realistic.
The term ''ragdoll'' comes from the problem that the
articulated
An articulated vehicle is a vehicle which has a permanent or semi-permanent pivot joint in its construction, allowing it to turn more sharply. There are many kinds, from heavy equipment to buses, trams and trains. Steam locomotives were sometim ...
systems, due to the limits of the solvers used, tend to have little or zero joint/
skeletal muscle
Skeletal muscles (commonly referred to as muscles) are organs of the vertebrate muscular system and typically are attached by tendons to bones of a skeleton. The muscle cells of skeletal muscles are much longer than in the other types of m ...
stiffness, leading to a character collapsing much like a toy
rag doll, often into comically improbable or compromising positions. Modern use of ragdoll physics goes beyond death sequences.
History
The ''
Jurassic Park
''Jurassic Park'', later also referred to as ''Jurassic World'', is an American science fiction media franchise created by Michael Crichton and centered on a disastrous attempt to create a theme park of cloned dinosaurs. It began in 1990 whe ...
'' licensed game ''
Jurassic Park: Trespasser'' exhibited ragdoll physics in 1998 but received very polarised opinions; most were negative, as the game had a large number of bugs. It was remembered, however, for being a pioneer in
video game physics.
There are
fighting game
A fighting game, also known as a versus fighting game, is a genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining atta ...
s where the player controls one part of the body of the fighter and the rest follows along, such as ''
Rag Doll Kung Fu
''Rag Doll Kung Fu'' is a fighting video game, created predominantly by artist Mark Healey, while working for Lionhead Studios, along with other Lionhead employees, such as David Smith and Alex Evans. ''Rag Doll Kung Fu'' is available from ...
'', as well as racing games such as the ''
FlatOut
Flat Out may refer to:
* Flat Out (horse), a racehorse
* ''Flat Out'' (Buck Dharma album), 1982
* ''Flat Out'' (John Scofield album), 1989
*Flatout, a brand of Flatbreads owned by T. Marzetti Company
*Flat Out, a term coined in reference to the ...
'' series.
Recent procedural animation technologies, such as those found in
NaturalMotion
NaturalMotion is a British video game development company with development offices in London, Brighton and Birmingham. Founded in November 2001 as a spin-out company from Oxford University, NaturalMotion specialises in creating animation techn ...
's
Euphoria
Euphoria ( ) is the experience (or affect) of pleasure or excitement and intense feelings of well-being and happiness. Certain natural rewards and social activities, such as aerobic exercise, laughter, listening to or making music and dan ...
software, have allowed the development of games that rely heavily on the
suspension of disbelief
Suspension of disbelief, sometimes called willing suspension of disbelief, is the avoidance of critical thinking or logic in examining something unreal or impossible in reality, such as a work of speculative fiction, in order to believe it for ...
facilitated by realistic whole-body muscle/nervous ragdoll physics as an integral part of the immersive gaming experience, as opposed to the antiquated use of canned-animation techniques. This is seen in ''
Grand Theft Auto IV
''Grand Theft Auto IV'' is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the sixth main entry in the ''Grand Theft Auto'' series, following 2004's '' Grand Theft Auto: San Andreas'', and the ...
'', ''
Grand Theft Auto V
''Grand Theft Auto V'' is a 2013 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the seventh main entry in the Grand Theft Auto, ''Grand Theft Auto'' series, following 2008's ''Grand Theft Auto IV'', and ...
'', ''
Red Dead Redemption
''Red Dead Redemption'' is a 2010 action-adventure game developed by Rockstar San Diego and published by Rockstar Games. A spiritual successor to 2004's ''Red Dead Revolver'', it is the second game in the ''Red Dead'' series. ''Red Dead Redempt ...
'', ''
Max Payne 3
''Max Payne 3'' is a 2012 third-person shooter video game developed and published by Rockstar Games. It was released on May 15, 2012 for the PlayStation 3 and Xbox 360; a Microsoft Windows port was released on May 29, 2012, followed by an OS X ...
'' and ''
Red Dead Redemption 2
''Red Dead Redemption 2'' is a 2018 action-adventure game developed and published by Rockstar Games. The game is the third entry in the ''Red Dead'' series and a prequel to the 2010 game ''Red Dead Redemption''. The story is set in 1899 and f ...
'' as well as titles such as
LucasArts
Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game licensor that is part of Lucasfilm. It was founded in May 1982 by George Lucas as a video game development group alongside his film company; as part of a large ...
' ''
Star Wars: The Force Unleashed'' and ''Puppet Army Faction's Kontrol'', which feature 2D powered ragdoll locomotion on uneven or moving surfaces.
Approaches
Ragdolls have been implemented using
Featherstone's algorithm and spring-damper contacts. An alternative approach uses constraint solvers and idealized contacts.
While the constrained-rigid-body approach to ragdolls is the most common, other "
pseudo
The prefix pseudo- (from Greek ψευδής, ''pseudes'', "false") is used to mark something that superficially appears to be (or behaves like) one thing, but is something else. Subject to context, ''pseudo'' may connote coincidence, imitation, ...
-ragdoll" techniques have been used:
*
Verlet integration
Verlet integration () is a numerical method used to integrate Newton's equations of motion. It is frequently used to calculate trajectories of particles in molecular dynamics simulations and computer graphics. The algorithm was first used in 1791 ...
: used by ''
Hitman: Codename 47'' and popularized by
Thomas Jakobsen
Thomas Jakobsen is a mathematician, cryptographer, and computer programmer, formerly an
assistant professor at the Technical University of Denmark (DTU) and head of research and
development at IO Interactive. His notable work includes designing th ...
,
this technique models each character bone as a point connected to an arbitrary number of other points via simple constraints. Verlet constraints are much simpler and faster to solve than most of those in a fully modelled rigid body system, resulting in much less CPU consumption for characters.
*
Inverse kinematics
In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a gi ...
post-processing: used in ''
Halo: Combat Evolved'' and ''
Half-Life
Half-life (symbol ) is the time required for a quantity (of substance) to reduce to half of its initial value. The term is commonly used in nuclear physics to describe how quickly unstable atoms undergo radioactive decay or how long stable at ...
'', this technique relies on playing a pre-set death animation and then using inverse kinematics to force the character into a possible position after the animation has completed. This means that, during an animation, a character could wind up
clipping through world geometry, but after it has come to rest, all of its bones will be in valid space.
*Blended ragdoll: this technique was used in ''
Halo 2
''Halo 2'' is a 2004 first-person shooter game developed by Bungie and published by Microsoft Game Studios for the Xbox console. ''Halo 2'' is the second installment in the ''Halo'' franchise and the sequel to 2001's critically acclaimed ' ...
'', ''
Halo 3
''Halo 3'' is a 2007 first-person shooter video game developed by Bungie for the Xbox 360 console. The third installment in the ''Halo'' franchise, the game concludes the story arc begun in 2001's '' Halo: Combat Evolved'' and continued i ...
'', ''
Call of Duty 4: Modern Warfare'', ''
Left 4 Dead
''Left 4 Dead'' is a 2008 first-person shooter game developed by Valve South and published by Valve. It was originally released for Microsoft Windows and Xbox 360 in November 2008 and for Mac OS X in October 2010, and is the first title in t ...
'', ''
Medal of Honor: Airborne'', and ''
Uncharted: Drake's Fortune.'' It works by playing a pre-made animation, but constraining the output of that animation to what a physical system would allow. This helps alleviate the ragdoll feeling of characters suddenly going limp, offering correct environmental interaction as well. This requires both animation processing and physics processing, thus making it even slower than traditional ragdoll alone, though the benefits of the extra realism seem to overshadow the reduction in processing speed. Occasionally the ragdolling player model will appear to stretch out and spin around in multiple directions, as though the character were made of rubber. This erratic behavior has been observed to occur in games that use certain versions of the
Havok engine, such as ''Halo 2'' and ''
Fable II
''Fable II'' is a 2008 action role-playing open world video game, developed by Lionhead Studios and published by Microsoft Game Studios for Xbox 360. The game is the second installment in the ''Fable'' game series, and the sequel to 2004's '' ...
''.
*
Procedural animation
A procedural animation is a type of computer animation, used to automatically generate animation in real-time to allow for a more diverse series of actions than could otherwise be created using predefined animations.
Procedural animation is u ...
: traditionally used in non-realtime media (film/TV/etc), this technique (used in the
Medal of Honor
The Medal of Honor (MOH) is the United States Armed Forces' highest military decoration and is awarded to recognize American soldiers, sailors, marines, airmen, guardians and coast guardsmen who have distinguished themselves by acts of valor ...
series starting from
European Assault onward) employs the use of multi-layered physical models in non-playing characters (bones / muscle / nervous systems), and deformable scenic elements from "simulated materials" in vehicles, etc. By removing the use of pre-made animation, each reaction seen by the player is unique, whilst still deterministic.
See also
*
Cartoon physics
Cartoon physics or animation physics are terms for a jocular system of laws of physics (and biology) that supersedes the normal laws, used in animation for humorous effect.
Many of the most famous American animated films, particularly those from ...
*
Joint constraints Joint constraints are rotational constraints on the joints of an artificial system. They are used in an inverse kinematics chain, in fields including 3D animation
Animation is a method by which still figures are manipulated to appear as movin ...
* ''
Stair Dismount''
* ''
Truck Dismount''
* ''
Lugaru
''Lugaru: The Rabbit's Foot'' is the first commercial video game created by indie developer Wolfire Games. It is a cross-platform, open-source 3D action game. The player character is an anthropomorphic rabbit utilizing a wide variety of c ...
''
References
{{Physics engines
Computer physics engines
Video game development