For many years, objects in computer-generated animation moved only as
an animator moved them. In the last few years, physically-based modeli
ng techniques have demonstrated that more attractive and realistic-see
ming motion can be created by subjecting objects to forces and constra
ints and making the objects move as they would in a physical environme
nt. Sometimes the environment is under- or over-constrained. In these
cases, numerical optimization is used to find the best movement path t
he objects, where ''best'' is evaluated according to user-specified cr
iteria. This article discusses some of the previous results using this
technique, identifies some future uses, including some that are likel
y to become commonplace in a few years, and describes numerical method
s to solve these problems.