In reality, there is so much more than just the equation given in this slide — to maintain balance is a hard task, and I think the video above demonstrates a pretty big achievement.
patrickrz
Maintaining balance and moving "joints" to account for such makes perfect sense in a robotics context but what is the importance in a computer graphics? Our meshes aren't expected to "fall over" unless we animate it as such so is balance instead trying to address an issue of aesthetics?
justin-shao
The concern with balance indirectly plays a role in graphics when we want to create realistic/believable movements. We (the animator/artist) can animate it to do anything with or without regard to physical constraints, but this addresses the "how" when designing movements while realism is a part of our goal.
joeyzhao123
For the part about weight, do animators choose the movements of everything or does software play more of a role for movements relating to physics to be more accurate?
rsha256
I think nowadays software is playing a larger part in simulations and it’s easy to make it so that instead of passing through each other the objects stop upon hitting a surface with somewhat accurate physics
Somewhat related to this, I found this video recently and thought it was pretty cool: https://www.youtube.com/watch?v=I5GvwWKkBmg
In reality, there is so much more than just the equation given in this slide — to maintain balance is a hard task, and I think the video above demonstrates a pretty big achievement.
Maintaining balance and moving "joints" to account for such makes perfect sense in a robotics context but what is the importance in a computer graphics? Our meshes aren't expected to "fall over" unless we animate it as such so is balance instead trying to address an issue of aesthetics?
The concern with balance indirectly plays a role in graphics when we want to create realistic/believable movements. We (the animator/artist) can animate it to do anything with or without regard to physical constraints, but this addresses the "how" when designing movements while realism is a part of our goal.
For the part about weight, do animators choose the movements of everything or does software play more of a role for movements relating to physics to be more accurate?
I think nowadays software is playing a larger part in simulations and it’s easy to make it so that instead of passing through each other the objects stop upon hitting a surface with somewhat accurate physics