This paper presents a dynamic motion control technique for human-like artic
ulated figures in a physically based character animation system. This metho
d controls a figure such that the figure tracks input motion specified by a
user. When environmental physical input such as an external force or a col
lision impulse are applied to the figure, this method generates dynamically
changing motion in response to the physical input. Me have introduced comf
ort and balance control to compute the angular acceleration of the figure's
joints, Our algorithm controls the several parts of a human-like articulat
ed figure separetely through the minimum number of degrees-of-freedom. Usin
g this approach, our algorithm simulates realistic human motions at efficie
nt computational cost, Unlike existing dynamic simulation systems, out, met
hod assumes that input motion is already realistic, and is aimed at dynamic
ally, changing the input motion in real-time only when tin expected physica
l input is applied to the figure. As such, our method works efficiently in
the framework of current computer games.