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Procedural animation

Programming På svenska → Updated: 2026-10-25

Motion computed at runtime from rules or physics instead of played back from keyframes — how a lizard's feet find uneven ground no animator ever saw.

Hand-animated clips are fixed: they know nothing about the ground, the slope or the collision in this particular situation. Procedural animation instead computes the pose every frame — inverse kinematics plants feet on steps, a ragdoll falls according to physics, spring bones and Verlet chains let tails and cloth sway, and walk cycles can be synthesised straight from velocity.

The price is control: an animator refines a feeling more easily than a formula does. Games like Rain World and Spore built their whole sense of movement on the technique, usually blended with traditional clips.

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