Next: Simulation
Up: Physically-Based Animation
Previous: Physically-Based Animation
Idea: to obtain a physically plausible animation, simulate the laws
of Newtonian physics.
In contrast to kinematics, this is called a dynamics approach.
- Have to control objects by manipulating forces and torques, either
directly or indirectly.
- Animated objects may be passive:
bouncing balls, jello, wall of bricks falling down, etc.
Inverse dynamics is difficult
- Finding forces to move a physical object along a desired path
- Most current applications are ``passive'' variety
- Useful for seconary effects in keyframe animation:
- a mouse character's ears should flap when it shakes its head,
- a T. Rex's gut should sway while it runs,
- a feather in a cap should wave when wind blows on it,
- cloth should drape around an actor and respond to his/her/its movements,
- a wall of bricks should fall down when a superhero crashes into it.
Caution: simulated secondary effects can make bad keyframed animation look
even worse!
CS488/688: Introduction to Interactive Computer Graphics
University of Waterloo
Computer Graphics Lab
cs488@cgl.uwaterloo.ca