Advances in computer hardware and software technology allow the simula
tion of natural phenomena in increasing levels of complexity. This res
earch is concerned with simulating the articulated movements of humans
using the laws of physical motion, and contributes to the fields of c
omputer animation and biomechanics. A 90 degree of freedom model of a
human figure is developed, and an efficient dynamic simulator is emplo
yed to create and analyze physically based, computer-generated motions
. The foot of the simulated human figure has been modeled with a signi
ficant amount of kinematic complexity, with 28 degrees of freedom per
foot. A joint-level control layer uses springs and dampers to control
postures and movements, Inverse dynamics and inverse control can be us
ed to calibrate the spring actuators to exactly achieve specified post
ural goals, A framework for higher level control is implemented, altho
ugh specific tasks require tailored control strategies. Several exampl
e tasks are simulated and described, including a stable standing postu
re and the stepping phase of walking using passive dynamic effects to
generate much of the motion. Together, the simulator and biomechanical
model create a framework that can be used to address problems in comp
uter animation and biomechanical research, and eventually, in a clinic
al setting, to assist doctors in analyzing the problems of specific pa
tients.