Control Systems for Computer Animation
To overcome this dilemma, the REALISM and ACE systems use a system of rules and
constraints. Each object has associated with it a list of each of these
types of object, and it is through these lists that object behaviour is
controlled.
Rules
These affect behaviour of an object in a global sense, i.e. they are
independent of its state or position in space. Examples might be
simple rules of gravity, or rules affecting the behaviour of an object
when it comes into contact with other objects.
Constraints
As their name suggests, constraints are used to limit the motions or
behaviours of an object to a certain subset of all those possible. A
simple example might limit the motion of object to that of rotating
around a single point.
Some examples
An example animation that uses constraints and rules is shown here.
It models a `pool table' and has `rules' of gravity and object
interaction applied to all the objects to create the correct motion.
A constraint limits the balls to motion in contact with the surface of
the table until they move beyond its bounds. The constraint is then
no longer valid and the rule of gravity causes the ball to fall.
Another example shows a simulation of Newton's cradle (MPEG, 33K). This has`invisible' supports for the balls to give a better view of their motion. Constraints are use to keep the balls a constant distance from the support (to model the strings) and a gravity rule is included to model the forces present when the balls are displaced from the rest position.