Physirig, physics-based rigging
Collisions, constraints and physical posing for any custom rig, on PhysX.
Physirig is a physics-based rigging system built on Nvidia PhysX. It works with any custom rig and adds collision detection, physical constraints and physics-based posing to it.
01 Problem
Custom rigs have no built-in way to collide, constrain each other or interact physically with characters and world objects, which makes multi-character scenes and character-object animation slow to block out.
02 Idea
After building several geometry-based rigs, physics-based rigging was the natural next step. Physirig gives a rig physical communication between characters and world objects. That makes multi-character scenes, fights in particular, and complex character-object animation much easier to block out. It also makes mechanical rigs precise, fast and robust. Today it runs in Blender, and the same structure is planned for Maya.

Geometry-based rigging (Khosrobot)
Mechanical rigging driven by calculus and geometry, made for an AR project.

Animation system for a TPS game
Smooth inputs, leaning and hip rotation, with some physics in the loop.

Physics simulations (FeelPhysics)
From-scratch simulations for an educational game of interactive experiments.


