Abstract
In the course of generating life-like movements of artificial live beings, the integration of a physical simulation in their animation process is a way to get interesting and realistic results. But the complex control problems associated with physical models challenges its usability from an animator point of view. In [14], we described a software platform which addresses the issues of the generation of those physical models. In this sequel paper, we detail more deeply this implementation and give some highlights on the way it can be used as a framework for control systems generation.
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Parisy, O., Schlick, C. (2003). Physical Animation and Control of Simulated Creatures. In: Butz, A., Krüger, A., Olivier, P. (eds) Smart Graphics. SG 2003. Lecture Notes in Computer Science, vol 2733. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-37620-8_24
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DOI: https://doi.org/10.1007/3-540-37620-8_24
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