Despite physical simulation’s advantages, it’s often considered an overly complex or obtuse way to animate characters. This is partly because existing character controllers require tuning esoteric parameters with little apparent connection to the motion they produce. Animators have difficulty tuning these parameters to produce a desired motion in a particular style. Tracking controllers, a new breed of physical controller, look like a Current time-indexed trackers promising way to make control-lack robustness because they ler design more intuitive. They adhere strictly to the input require only a single motion a
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