Computer Animation

Computer animation is how we make digital things move convincingly — characters, cloth, water, faces, whole crowds. It sits where art meets algorithms: the same quaternions an animator never sees are what let a shoulder rotate without tearing; the same ODE integrators that model planets make a cape billow.

This branch takes the subject to graduate depth — the principles and keyframing, curves and deformation, rigging, skinning and inverse kinematics, motion capture, the physically based simulation of particles, cloth, rigid bodies and fluids, procedural and crowd animation, facial and neural-motion synthesis, and rendering the animated frame.

Follow it as a course

These lessons are curated, in order, as the master's course Computer Animation — twelve modules from the twelve principles to the learning frontier. Start there for the guided path, or dip into any topic below.

Open the course →