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Abstract:

This GDC presentation by Michal (mhak) from Naughty Dog discusses the studio's approach to integrating physics simulation, beyond standard ragdolls, into live character animation in games like The Last of Us and Uncharted 4. The talk explains the fundamental concepts of the Havok physics engine used (rigid bodies, joints, constraints, motors) and the challenges in setting up realistic physics behaviors for characters. A core innovation presented is the simultaneous use of Havok's Powered Constraint (Motors) and Rigid Body (Keyframe) controllers, allowing for a blend of local and world-space control to achieve stable yet dynamic character motion that responds to external forces and environmental interactions. Further technical developments include limiting the influence of parent object acceleration to prevent character breaking and moving ragdoll setup into scriptable "profiles" for increased flexibility and rapid iteration. The presenter showcases several examples from Uncharted 4, demonstrating how this technique was applied to diverse scenarios including characters in vehicles, dynamic climbing, hang climbing with blending profiles, physically-driven death and vehicle destruction, boat chases, and subtle post-processing adjustments like preventing leg clipping while being dragged. The talk emphasizes the importance of tooling, scripting, and collaborative development in making these advanced physics animations feasible and shippable.

Advanced Physics Animation for Believable Character Motion in Naughty Dog Games

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