I got the feeling that these principles were created for 2D artistic animation, so I wonder how well these principles transfer to other contexts (for example, for physically realistic animations in games).
Also, I wonder how squash and stretch is implemented in physics simulations (if at all). IIRC, collision detection is usually performed with rigid body physics.
I got the feeling that these principles were created for 2D artistic animation, so I wonder how well these principles transfer to other contexts (for example, for physically realistic animations in games).
Also, I wonder how squash and stretch is implemented in physics simulations (if at all). IIRC, collision detection is usually performed with rigid body physics.