Lightspeed Studios has unveiled To Jin Yong, a project that redefines realism in character animation within the martial arts genre. Using Unreal Engine 5, the studio has implemented Chaos Physics to dynamically simulate the clothing and hair of fighters, achieving a level of detail that eliminates traditional stiffness. This technical advancement not only enhances aesthetics but also allows each fighter's movements to physically respond to the turbulence of combat, setting a new industry standard.
Workflow: From Maya to Substance 3D with real-time optimization 🛠️
The production pipeline relies on three fundamental pillars. Maya is used for building the base mesh and configuring deformation bones, while ZBrush handles high-resolution sculpting to capture every fold of traditional garments. Subsequently, Adobe Substance 3D enables the creation of PBR (physically based) materials that retain visual detail without sacrificing performance. The real challenge, however, lies in transitioning these assets to Unreal Engine 5. Lightspeed Studios has optimized Chaos Physics simulation data so that the engine calculates in real time the interactions between fabric and the wind generated by combat movements, avoiding the use of pre-rendered animations.
The narrative impact of procedural physics 🎭
Beyond the visual spectacle, advanced clothing and hair simulation serves a key narrative function. In martial arts, the fluidity of a cape or the movement of hair when dodging a blow are not mere embellishments; they are elements that communicate the speed, direction, and force of an attack. By implementing Chaos Physics, Lightspeed Studios ensures that each fight scene tells a story through physics, immersing the player in an environment where technology serving martial tradition reaches its highest expression.
How Unreal Engine 5's hardware animation technology captures the unique fluidity and expressiveness of traditional Chinese martial arts in To Jin Yong, overcoming the limitations of conventional physical realism in representing stylized movements.
(PS: a game developer is someone who spends 1000 hours making a game that people complete in 2)