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Related Concept Videos

Physical Pendulum01:06

Physical Pendulum

When a rigid body is hanging freely from a fixed pivot point and is displaced, it oscillates similar to a simple pendulum and is known as a physical pendulum. The period and angular frequency of a physical pendulum are obtained by using the small-angle approximation and drawing parallels with a spring-mass system. The small-angle approximation (sinθ=θ) is valid up to about 14°.
When dealing with complicated systems, the mass moment of inertia is an important parameter, as it describes the mass...
Torsional Pendulum01:09

Torsional Pendulum

A torsional pendulum involves the oscillation of a rigid body in which the restoring force is provided by the torsion in the string from which the rigid body is suspended. Ideally, the string should be massless; practically, its mass is much smaller than the rigid body's mass and is neglected.
As long as the rigid body's angular displacement is small, its oscillation can be modeled as a linear angular oscillation. The amplitude of the oscillation is an angle. The role of mass is played by the...
Kinetic Energy for a Rigid Body01:13

Kinetic Energy for a Rigid Body

Imagine a solid object involved in a general planar movement, with its center of mass pinpointed at a spot labeled G. The object's kinetic energy relative to an arbitrary point A can be quantified for each of its particles - the ith particle in this case. This measurement is achieved through the employment of the relative velocity definition. The position vector, known as rA, extends from point A to the mass element i.
Rigid Body Equilibrium Problems - I00:49

Rigid Body Equilibrium Problems - I

A rigid body is said to be in static equilibrium when the net force and the net torque acting on the system is equal to zero. To solve for rigid body equilibrium problems, do the following steps.
Rigid Body Equilibrium Problems - II01:21

Rigid Body Equilibrium Problems - II

A rigid body is in static equilibrium when the net force and the net torque acting on the system are equal to zero.
Consider two children sitting on a seesaw, which has negligible mass. The first child has a mass (m1) of 26 kg and sits at point A, which is 1.6 meters (r1) from the pivot point B; the second child has a mass (m2) of 32 kg and sits at point C. How far from the pivot point B should the second child sit (r2) to balance the seesaw?
Simple Pendulum01:10

Simple Pendulum

A simple pendulum consists of a small diameter ball suspended from a string, which has negligible mass but is strong enough to not stretch. In our daily life, pendulums have many uses, such as in clocks, on a swing set, and on a sinker on a fishing line.
The period of a simple pendulum depends on two factors: its length and the acceleration due to gravity. The period is completely independent of any other factors, such as mass or maximum displacement. For small displacements, a pendulum is...

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Subject-specific Musculoskeletal Model for Studying Bone Strain During Dynamic Motion
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Published on: April 11, 2018

Real-time physics-based 3D biped character animation using an inverted pendulum model.

Yao-Yang Tsai1, Wen-Chieh Lin, Kuangyou B Cheng

  • 1National Cheng-Kung University, Tainan.

IEEE Transactions on Visualization and Computer Graphics
|January 16, 2010
PubMed
Summary
This summary is machine-generated.

This study introduces a physics-based method for real-time 3D character animation that adapts to dynamic environments. The approach ensures physically plausible character motion by adjusting trajectories and using a velocity-driven control system.

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Area of Science:

  • Computer Graphics
  • Robotics
  • Animation

Background:

  • Generating realistic and responsive character animation in dynamic environments is challenging.
  • Existing methods often struggle with real-time adaptation and physical plausibility.

Purpose of the Study:

  • To develop a physics-based approach for real-time 3D biped character animation.
  • To enable characters to react dynamically to their environments.

Main Methods:

  • Utilized an inverted pendulum model for online adjustment of motion trajectories from motion capture data.
  • Employed a velocity-driven control method for tracking desired joint angular velocities.
  • Computed full-body motion in dynamics simulation using computed torques and the character's dynamical model.

Main Results:

  • Achieved real-time tracking of motion capture data with responsive animation.
  • Demonstrated physically plausible motion style editing.
  • Enabled automatic motion transitions and adaptation to varying limb sizes.

Conclusions:

  • The proposed physics-based approach facilitates real-time, dynamic character animation.
  • The method simplifies complex tasks like motion editing, transition, and adaptation.