| Nowadays character animation is an important part of virtual reality,digital game,movie making, lively and vivid character animation is always the goal of the animators. With the development and technological progress, the simulation of human motion has become the focus of research. Although existing character control techniques have made great progress, still they are not inadequate in expressing the motion of the characters in the trueness and the naturalness. Motion capture technique is an efficient way of the virtual character animation generation with the advantage of the high data vividness and plentiful details etc, at the same time some shortcomings existing, most obviously is that it can not be applied to new environment and new character. Among these existing techniques the physics-based technique is beneficial to relieve the animator's burden and express the trueness of the character. It restrict the generated motion by simulating the physics laws with the numeral way to synthesizes the motions, thus generate the true results.This paper describes the theoretical basis of physical animation and traditional animation. Traditional animation technology requirements pre-description of geometry shape and position,direction of the object in a moment of instantaneous, thus, trying to simulate the natural movement of a real need for meticulous animation designers, patient adjustment required animation designers rely on their real physical world intuitive sense to design objects in the scene movement. In general, it is difficult to produce satisfactory motion by using traditional animation techniques. Animation techniques based on physical model is considered the object attributes in the real world, such as quality, rotating inertia moment,flexibility, friction, etc, automatically generate the object motion using dynamic. When the objects in the scene are subjected to external force, Newton's mechanics in the standard dynamic equations can be used to automatically generate the position, direction and shape of objects at different time points.Currently the researches of the physics-based technique centralize in two aspects: reasonable human body model building and dynamics equation setting up of the motion. In the latter, it is difficult to design a succession of true and continuous motions entirely according the design of the physical parameters for the character. The application that have already implemented generally combines with the traditional animation technique, as the addition or the display mode in specific environment. This thesis systematic analyze the design idea based on Dance. Inaddition, how to develop own plug-in in dance environment is also showed. By setting sensors, position, stiffness, damping for joints and skeleton to decide the charactor's initial states.System computes the reaction between charactor and environment real-time.The experimental result shows the engine has nature-looking in animation simulation which performances well in and can be extended easily through plug-in system. |