{'fraction_non_alphanumeric': 0.013680781758957655, 'fraction_numerical': 0.0, 'mean_word_length': 5.193548387096774, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Animating human locomotion with inverse dynamics

Because the major force components (the internal muscular forces and torques) are not known a priori over time, you cannot use forward dynamics to predict how the human body will walk. The alternative to the apparently intractable problem of specifying the joint torque patterns in advance is to use inverse dynamics to analyze the torques and forces required for the given motion. Such an analysis can show, for example, that the motion induces excessive torque, that the system is out of balance at a certain point, or that the step length is too great. We present a method of using an inverse dynamics computation to dynamically balance the resulting walking motion and to maintain the joint torques within a moderate range imposed by human strength limits. This method corrects or predicts a motion as indicated by the inverse dynamics analysis. Dynamic correctness is a sufficient condition for realistic motion of nonliving objects. In animating a self-actuated system, however, visual realism is another important, separate criterion for determining the success of a technique. Dynamic correctness is not a sufficient condition for this visual realism. An animation of dynamically balanced walking that is also comfortable in the sense of avoiding strength violations can still look quite different from normal human walking. A visually realistic and dynamically sound animation of human locomotion is obtained using an effective combination of kinematic and dynamic techniques.