Technical, Production & CG

Simulation

Simulation: organic plant motion from GROW for Sky

Simulation in animation is the use of physics solvers to compute complex motion (cloth, hair, fluids, smoke, rigid bodies) instead of keyframing each element by hand.

It adds a layer of realism and detail to 3D animation. Artists guide the simulation parameters to get the desired look while letting physics handle the heavy lifting.

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Sources

Academic papers, recognised industry standards, and canonical industry texts that back up claims in this entry.

  1. Physically Plausible Simulation for Character Animation. Levine, Popović, Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2011Supports: physics solvers for motion
  2. Physical Simulation for Animation and Visual Effects: Parallelization and Characterization for Handhelds. Sifakis et al., ACM SIGGRAPH Symposium on Interactive 3D Graphics, 2007Supports: physics solvers for animation
  3. Computer Animation: Algorithms and Techniques. Parent, Springer, 2012Supports: simulation realism in 3D

Frequently asked questions

Why simulate instead of keyframe?

Some motion is too complex to keyframe convincingly: cloth folding under a character's own movement, water splashing into a basin, hair reacting to wind. A simulation solver computes physically plausible motion automatically, faster than hand-keyframing and more accurate in detail. The trade-off is render time and the need to art-direct the result.

Are simulations slow to render?

Often, yes. Detailed fluid or smoke simulations can add hours to a single frame's render time. Most studios cache simulations to disk so they only run once, then re-use the cache across re-renders. The performance hit is planned for in production scheduling. Lighter simulations (cloth, hair) are typically fast enough to be standard on most projects.

How is AI changing simulation?

AI-trained solvers can produce simulation results that look close to high-quality physics solves, in a fraction of the compute time. They are starting to appear in mainstream tools for fluids, smoke, and cloth. Inside our AI-assisted animation workflow we use them for fast iteration in LookDev, with traditional solvers for final beauty passes.