Physics in animation or when classical approach is not enough
10.12.2020

Modern animation can be incredibly complex and takes a lot of time to make. It is created using real-life references and motion capture data. Yet we keep encountering these scenes again and again. Why is that?
Behind the Scenes

These principles were introduced in the 1930s and are still used as a foundation for modern-day animations.

In 2002 Jeremy Cantor, a supervisor at Sony Animation supplemented Disney’s 12 principles with another 12 of his own. It improved the understanding of how to create better animation by introducing forces applied to characters. These forces can be internal, such as weight or muscle movements, or external, such as gravity or interaction with air, water or other characters.
However, these forces have to be applied manually by an animator. They can improve the look and feel of animation, but they won't really make it more lifelike. The key to creating realistic animations would be taking into account real physical forces applied to a character, and where these forces come from. That’s the kind of problem that motion capture can help us with. Since it’s done in real life, it will capture movements that are naturally influenced by these forces.
However, motion capture is not always the solution either. Mocaping even a simple scene with a horse implies that you need to rent spacious premises, pay for feeding and grooming the horse, pay for the cleanup afterward, etc.
But at least you will have no problem finding a horse - it exists in real life. When you need a dragon or a superhero, mocap is helpless.
Physics-Based Animation
The strange thing is that with every passing year there are more and more tools for making realistic images, rendering, simulations, and writing shaders. Only animation isn’t a part of this trend.
When our general producer Eugeny Dyabin started working on the first Shadow Fight prototype, he was very surprised to find out that the most essential tool for making realistic acrobatics - the center of mass, is not included in any existing software. In fact, even today animators mostly rely on video references and create realistic movements manually.
Our series of fighting games called Shadow Fight heavily relies on animation. The project got immensely successful and received lots of praise for its realistic fighting moves. It wouldn’t have been possible, had we used just video references and mocap. One of the reasons behind this success is that we’ve built Cascadeur - a tool for creating physically correct animation in our games.
Cascadeur has been in development for about 10 years, and during this time we learned that we only need to accurately compute the main characteristics of the motion to make it realistic. These characteristics are the center of mass, angular momentum, and forces at fulcrum points.
Center of Mass

The center of mass is one of the most important points of a character. It determines whether or not the character can keep balance in a pose.

Check an example from everyone’s favorite Mortal Kombat. Kitana makes a kick, which looks rather unrealistic and strange. Given her pose and the way her center of mass moves, she should tumble forward and fall, while kicking like this.

Here is how a similar movement would look in real life for comparison. A man who’s doing the kick rotates a bit though, but unlike Kitana he has no intention of hitting anyone and is able to keep his balance.

A scene can also include a mutual center of mass for two or more objects. For example, when the girl in the image above throws her glove, they start to move away from each other, but their mutual center of mass remains in one place.

The center of mass is a very inert point. It can’t gain or lose energy quickly, so its trajectory should always be smooth, while trajectories of the character’s body parts can be very sharp.
Ballistics

Another thing to remember is that if a character is in the air, the trajectory of his center of mass should always be parabolic no matter what movements he performs. It moves ballistically, and nothing can change it.
Cascadeur has an instrument for creating these ballistic trajectories. An animator only needs to create a curve, set up the starting and ending poses, and add some animation in between if needed. The height of the curve can be regulated manually and will determine how much time a character will spend in the air.
Once everything is set, Cascadeur builds a trajectory and all we have to do is snap the character’s center of mass to the ballistic curve. The result is a lifelike, physically accurate flight.
Angular Momentum
Angular momentum will determine how a character will rotate or spin in any given pose. It’s a product of the character’s moment of inertia and rotation speed.
In the image below the moment of inertia is shown as two gray circles and depends on how folded or open the character’s pose is. The more it’s open, the greater is the moment of inertia.

The arrow in the image represents the speed of rotation. When the moment of inertia is high, the character rotates slowly, as the arrow needs more time to go through the full circle. When the circle is smaller, the arrow rotates faster.

A good example is an ice skater. She rotates slower with a stretched out leg, than when her body is tightened up.
Angular momentum is like a center of mass - a very inert value that can’t appear or disappear suddenly and should fade out smoothly. It also preserves its energy in midair, when there are no fulcrum points. So the energy you have when you begin rotating is the energy you’ll keep until the end of your flight.
All these details make it virtually impossible to manually create realistic animations of spinning in midair because the rotations in the frames should be so precise. But Cascadeur has a dedicated tool for this task.
All we need is a draft animation - a starting point, a point of landing and some in-between frames. Then our algorithm will calculate the exact rotations that should happen in these in-between frames and produce physically correct poses.
Forces at Fulcrum Points

Fulcrum points greatly affect character movements, so physical tools need to recognize them when helping us make realistic animation. When the action force at the fulcrum point and the force applied to the center of mass lie on the same line, there is no contribution to the rotation. When they do not, the character starts to rotate.
Cascadeur is able to visualize these forces for us and take them into account when predicting the character’s movements, so we can model certain situations.
For example, we want our character to assume a particular pose after jumping on a column. Our software can automatically calculate all the necessary rotations, taking into account this fulcrum point, so that the character lands in a pose we need without falling.
Aside from these laws of physics, there are 2 other principles that we follow for our fighting animations. They support the laws of physics and we call them separation and compensation.
Separation
Separation is the accumulation of power in one place and transfer it to another. Using this principle we can create animations of powerful strikes. For example, here we can see how the character accumulates energy, then gets on his feet and puts the entire energy of his jump into a strike with a sword.
Separation
Separation is the accumulation of power in one place and transfer it to another. Using this principle we can create animations of powerful strikes. For example, here we can see how the character accumulates energy, then gets on his feet and puts the entire energy of his jump into a strike with a sword.

This taekwondo fighter is another example. He spins himself very strongly, then his body almost stops with only the leg continuing the rotation. So all of the energy of his rotation goes to the leg.

Compensation
Compensation means moving one or several character body parts in the direction opposite to the main direction of the movement. This is necessary for retaining balance, smoothing the center of mass movement, or both.
Here is a hit with a flail. When the character strikes, he moves the flail over his head. The flail is heavy, so if the character doesn’t do anything, it will pull him back and he’ll fall.
Compensation means moving one or several character body parts in the direction opposite to the main direction of the movement. This is necessary for retaining balance, smoothing the center of mass movement, or both.
Here is a hit with a flail. When the character strikes, he moves the flail over his head. The flail is heavy, so if the character doesn’t do anything, it will pull him back and he’ll fall.

To compensate for this motion, he moves his body forward and turns it further a bit. Their mutual center of mass moves up and then descends. At the same time, the character’s center of mass always moves forward to compensate for this motion.
Conclusion
The realism of an animation is usually ruined by small details - a center of mass that doesn’t move right, or a rotational moment that accelerates at the wrong time. When accumulated, these small things become noticeable and ruin the whole picture.
The 12 principles are a great foundation for animators, but they are not enough to create realistic movements. We think these principles can be greatly supplemented by our physics-based tools. This way animators will become free to focus on the artistic ideas, leaving complex issues of physical accuracy to the software.
Conclusion
The realism of an animation is usually ruined by small details - a center of mass that doesn’t move right, or a rotational moment that accelerates at the wrong time. When accumulated, these small things become noticeable and ruin the whole picture.
The 12 principles are a great foundation for animators, but they are not enough to create realistic movements. We think these principles can be greatly supplemented by our physics-based tools. This way animators will become free to focus on the artistic ideas, leaving complex issues of physical accuracy to the software.
Подписывайтесь на блог Cascadeur
Thanks for joining!
Cascadeur 2025.1 introduces AI Inbetweening
With Cascadeur 2025.1 we are introducing a powerful new AI tool today that automatically generates smooth, natural animation between two poses - making your animation workflow faster and more intuitive than ever. With this new Inbetweening feature, seamless transitions are now just a click away!
Indie Spotlight: Crowned in Steel
Marko and Dusan Fajler, the duo behind indie studio Sverun Games, set out to build Crowned in Steel - a brutal action-adventure with its own unique identity. In our latest Indie Spotlight, they share how Cascadeur helped them create over 270 custom animations without prior animation experience, bringing their fluid, combo-based combat system to life with precision and control.
Indie Spotlight: Freerun AR
Our latest Indie Game Spotlight features Freerun AR, a parkour game that uses procedurally generated animations - drawing inspiration from Cascadeur’s physics engine. Developer Wray Burgess has been a longtime fan of our software and has incorporated some of its core principles into his own animation approach. While Cascadeur wasn’t directly used for Freerun AR, its influence can be seen in the game's character movement and animation systems. Learn more about Wray’s journey, his passion for action sports games, and how Cascadeur shaped his perspective on animation!
Indie Spotlight: Ninja Resurrection
From zero to the hardest fighting game: Indie developer Daniil Lyubimov, the solo creator behind Wize Studios, set out to build a fighting game from scratch - without any prior experience in animation or game development. The result? Ninja Resurrection: A Tale of Kuro - now available on Steam. In his blog article, he shares how he brought his vision to life, the challenges he faced, and how Cascadeur became an essential tool in his creative process. With over 800 animations created in Cascadeur, he was able to bring dynamic, high-quality movement to his game in record time.
Best Shots: How to Use References for Better Action Animation (Part 1)
Animation gives us full control over movement, timing, and expression - but making motion look natural and dynamic is no easy task. One of the best ways to achieve this is by using references.
In this three-part series, we’ll explore how to find and use references for action animation. Part 1 focuses on live-action scenes: what makes them useful, where their limitations lie, and how we can adapt them to create better animations.
Indie Game Spotlight: Mutation
Meet Manuel, the creative force behind Mutation, a sci-fi Lovecraftian dungeon crawler that combines roguelite, survival, and RPG elements. Developed as a solo project, Mutation challenges players to escape a dangerous, procedurally generated structure while facing ever-evolving threats. Cascadeur helped Manuel cut his animation time in half, enabling him to craft lifelike creatures and intricate gameplay. Now available on Steam Early Access, Mutation has already earned praise from critics and horror gaming enthusiasts alike.
Indie Game Spotlight: Edgecut
From modding classic games to building his own, solo developer Constantine has spent 5 years refining his craft. Edgecut, his latest project, is a dark and immersive action RPG inspired by Dark Souls, Gothic, and King’s Field. Developed almost entirely on his own, the indie game features dynamic combat, active ragdolls, and an interconnected world. Thanks to Cascadeur, Constantine has been able to bring his animations to life - with speed and precision.
Indie Spotlight - Eternity's Echo
Discover how Kaan Şahin, 3D animator for Eternity’s Echo: Patient Zero, brings life to a chilling world of invisible enemies and eerie settings. In this first-person thriller, Cascadeur played a key role in crafting realistic animations, from subtle character movements to intense encounters. Dive into the challenges of animating a supernatural narrative and learn how Cascadeur’s tools help indie developers elevate their game animations.
Cascadeur 2024.3 introduces Ragdoll Physics, UE Livelink & much more!
This update introduces Ragdoll Physics and it's major! It is not just a simulation, you can adjust the poses and tweak behaviours! A Live Link with UE5 is now supported. Secondary Motion has been significantly improved and now looks more realistic and also supports collisions.