{"id":340802,"date":"2025-12-12T18:45:56","date_gmt":"2025-12-12T18:45:56","guid":{"rendered":"https:\/\/peraltafinancing.com\/animation\/automatic-rigging-of-physics-based-vehicles-for-games-physics-based-animation\/"},"modified":"2025-12-12T18:45:56","modified_gmt":"2025-12-12T18:45:56","slug":"automatic-rigging-of-physics-based-vehicles-for-games-physics-based-animation","status":"publish","type":"post","link":"https:\/\/fivemor.com\/?p=340802","title":{"rendered":"Automatic Rigging of Physics-based Vehicles for Games \u2013 Physics-Based Animation"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div id=\"post-4300\">\n\t<!-- .entry-header --><\/p>\n<div class=\"entry-content\">\n<p>Melissa Katz, Paul G. Kry, Sheldon Andrews<\/p>\n<p>We extend the concept of traditional rigging, which links polygonal meshes to an underlying skeleton for 3D characters, to the creation of physics-based wheeled vehicle models directly from surface geometry. Unlike character rigging, physics-based rigging involves assigning joints and collision proxies to animate the surface geometry. We present an automated pipeline that transforms a polygon soup into a physics-based, multi-wheeled vehicle model. The pipeline begins by using text-driven 2D image segmentation to identify vehicle components, which are then mapped onto the 3D mesh. A rough estimate of collision geometries and joint parameters is then used to initialize a rigid body simulation of the vehicle. Then, a numerical optimization refines these parameters in order to produce more realistic vehicle behaviour. The final result is a functioning physics-based vehicle for real-time simulations, which is demonstrated across a variety of vehicles, including cars, tricycles, lunar rovers, and even a semi-truck with 10 wheels.<\/p>\n<p><a href=\"http:\/\/Rig My Ride: Automatic Rigging of Physics-based Vehicles for Games\">Rig My Ride: Automatic Rigging of Physics-based Vehicles for Games<\/a><\/p>\n<\/p><\/div>\n<p><!-- .entry-content --><\/p>\n<p>\t<!-- .entry-footer -->\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Melissa Katz, Paul G. Kry, Sheldon Andrews We extend the concept of traditional rigging, which links polygonal meshes to an underlying skeleton for 3D characters, to the creation of physics-based wheeled vehicle models directly from surface geometry. Unlike character rigging, physics-based rigging involves assigning joints and collision proxies to animate the surface geometry. We present [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":331285,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12035],"tags":[6119,1015,1234,18075,34869,17710],"dealstore":[],"offerexpiration":[],"class_list":["post-340802","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-animation","tag-animation","tag-automatic","tag-games","tag-physicsbased","tag-rigging","tag-vehicles"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Automatic Rigging of Physics-based Vehicles for Games \u2013 Physics-Based Animation - Som2ny Network<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/fivemor.com\/?p=340802\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Automatic Rigging of Physics-based Vehicles for Games \u2013 Physics-Based Animation - Som2ny Network\" \/>\n<meta property=\"og:description\" content=\"Melissa Katz, Paul G. Kry, Sheldon Andrews We extend the concept of traditional rigging, which links polygonal meshes to an underlying skeleton for 3D characters, to the creation of physics-based wheeled vehicle models directly from surface geometry. Unlike character rigging, physics-based rigging involves assigning joints and collision proxies to animate the surface geometry. We present [&hellip;]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/fivemor.com\/?p=340802\" \/>\n<meta property=\"og:site_name\" content=\"Som2ny Network\" \/>\n<meta property=\"article:published_time\" content=\"2025-12-12T18:45:56+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/fivemor.com\/wp-content\/uploads\/2025\/12\/1764943405_blank.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"200\" \/>\n\t<meta property=\"og:image:height\" content=\"200\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"admin\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"admin\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"1 minute\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/fivemor.com\/?p=340802#article\",\"isPartOf\":{\"@id\":\"https:\/\/fivemor.com\/?p=340802\"},\"author\":{\"name\":\"admin\",\"@id\":\"https:\/\/fivemor.com\/#\/schema\/person\/b85e3c3dc0e1daea076524dc8810c371\"},\"headline\":\"Automatic Rigging of Physics-based Vehicles for Games \u2013 Physics-Based Animation\",\"datePublished\":\"2025-12-12T18:45:56+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\/\/fivemor.com\/?p=340802\"},\"wordCount\":177,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\/\/fivemor.com\/#organization\"},\"image\":{\"@id\":\"https:\/\/fivemor.com\/?p=340802#primaryimage\"},\"thumbnailUrl\":\"https:\/\/fivemor.com\/wp-content\/uploads\/2025\/12\/1764943405_blank.jpg\",\"keywords\":[\"Animation\",\"automatic\",\"Games\",\"PhysicsBased\",\"Rigging\",\"vehicles\"],\"articleSection\":[\"Animation\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\/\/fivemor.com\/?p=340802#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\/\/fivemor.com\/?p=340802\",\"url\":\"https:\/\/fivemor.com\/?p=340802\",\"name\":\"Automatic Rigging of Physics-based Vehicles for Games \u2013 Physics-Based Animation - 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