During production of How To Train Your Dragon 2 we were motivated to improve our technology for character effects such as ropes, chains and cloth. Our goal was to reduce artist iteration time for simulation work while retaining the flexibility required for art direction. Inspired by the success of position-based dynamics in games, we implemented a new simulation pipeline for deformable solids based on a fast, stable simulation engine that has delivered significant improvements.

Research Paper for A position-based dynamics system for animated character effects