Actuators À La Mode: Modal Actuations for Soft Body Locomotion
Otman Benchekroun, Kaixiang Xie, Hsueh-Ti Derek Liu, Eitan Grinspun, Sheldon Andrews, Victor Zordan
TL;DR
This work addresses locomotion for highly deformable soft-body characters by introducing a modal actuation subspace derived from the natural vibration modes of the geometry and coupling it to a reduced-order soft-body simulation. The method reduces the control and simulation complexity via a Skinning Eigenmode-based spatial reduction and a clustered rotation approach, enabling fast, mesh-resolution–independent optimization of locomotion with CMA-ES. Key contributions include the construction of a low-dimensional actuation space, a reduced-energy formulation with angular-momentum-preserving actuation, a local-global solver in reduced space, and extensive demonstrations across diverse high-resolution geometries, showing substantial speedups and flexible motion style control. The approach broadens the range of animatable deformable characters beyond rigid skeletons, with practical implications for real-time design workflows and potential integration with learning-based controllers.
Abstract
Traditional character animation specializes in characters with a rigidly articulated skeleton and a bipedal/quadripedal morphology. This assumption simplifies many aspects for designing physically based animations, like locomotion, but comes with the price of excluding characters of arbitrary deformable geometries. To remedy this, our framework makes use of a spatio-temporal actuation subspace built off of the natural vibration modes of the character geometry. The resulting actuation is coupled to a reduced fast soft body simulation, allowing us to formulate a locomotion optimization problem that is tractable for a wide variety of high resolution deformable characters.
