Physics in Character Animation
Physics in Character Animation
Physics in Character Animation
Controlling Physics in
Realistic Character
Animation
Zoran Popović
For the last 10 years, computers have been highly involved process adds further difficulties. This
used with great success to produce realistic motion of dual goal of controlled realism motivated me (and
passive structures by simulating the physical laws of my advisor Andy Witkin, now at Pixar Animation
motion—something that would be very difficult to Studios) to devise the methodology described here.
BY PETER SUMANESENI AND DIRECTED BY BARBARA MONES, ANIMATION RESEARCH LABS,
DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING, UNIVERSITY OF WASHINGTON)
seem that creating realistic character animation The prevalent use of keyframing and procedural
would not be significantly more difficult than com- methods in computer animation stems from the fact
puting the motion of cloth or other such passive that these methods put full control of the resulting
objects. As with passive-object simulations, a charac- motion in the hands and imagination of the anima-
ter’s motion needs to be consistent with the laws of tor. The burden of animation quality rests entirely
physics for an animation to appear realistic. But con- on the animator, much as puppeteers have full con-
sistency alone is not sufficient for generating realistic- trol over the movement of their marionettes by
looking animations. The character also produces pulling on specific strings. Highly skilled animators
forces that create locomotion. and special-effects wizards appreciate this low-level
Humans utilize their muscles in many ways in control, because it allows them to fully express their
order to walk or run, and only a small set of simu- artistry.
lated animations would look realistic (see Figure 1). Having so much control also makes it that much
To produce natural-looking motion, it’s not enough more difficult for the world’s less-talented animators
to have just physically correct motion; the intricacies to create animations. In fact, the task of appropriately
of the character’s muscles and bones and how they positioning a character in a specific pose at the right
pertain to motion have to be taken into account. Pro- time is arduous, even for the simplest animation.
viding the animator with the ability to control this Instead of incrementally setting keyframes for various
a a
character poses, the unskilled animator would ide- the library to produce a seamless character anima-
ally like to be able to edit high-level motion con- tion. The use of such human-movement libraries
structs. For example, an animator might want to would make computer animation a much more
reposition footprints or simply specify that a move- accessible storytelling medium useful to a much
ment should be more energetic. Alternatively, the more diverse population of computer-content
animator might want to impose greater importance providers.
on balance while performing a movement, or change One of the most difficult problems in light of
a character’s behavior by specifying the walking sur- such extremely flexible libraries is how to maintain
face be significantly more slippery. the realism of the motion despite all the possible
The animator should also be able to access a changes in the motion specification. Although not
human-run library, instantiating a specific run by always needed, the realism requirement would
demanding realism and specifying the character enable even unskilled animators to create the
dimensions, foot placements, even the emotional motion of synthetic humans—arguably one of the
state of the runner. By limiting, say, the left knee’s greatest challenges in computer animation. Realistic
range of motion, the library would produce a limp- synthetic humans would be very useful in a number
ing run satisfying all previous requirements. The of areas:
animator should be able to specify the finer detail
constraints on bounce quality, air-time, and specific Education. Using desktop PCs, children could
arm poses (see the first sidebar). Finally, it should be learn from personal instructors that seem as real
possible to merge a collection of instantiated motion as the teachers in their classrooms.
sequences, including, say, human run, human jump, Entertainment. In digital filmmaking and video-
karate kicks, soccer ball kick, and tennis serve, from game design, creating realistic human characters
Figure. Frames from the crossed footsteps, limp, and wide footsteps run and
from the diagonal, obstacle, unbalanced, and twist jump.