In this paper, we present a general, systematic and consistent treatment of time and events for computer animation. We first formalize the concepts of events and create a time primitive called an event unit. We then present a succession of organization schemes to compose event units for generating complex motion sequences. We present a directed graph representation for the organization of time and events that suggests the form of an event‐based time programming language. Details of implementation of a general event simulation system are given. Our approach provides a clean partitioning for the problem of motion design, a hierarchical scheme to compose motion behaviors from time primitives and a programming model for organizing animation. Traditional methods of kinematic controls and key frame interpolation are special cases of our general scheme. In addition, our treatment of events can be combined with kinematics, dynamics or constraint‐based systems to generate powerful motion modeling systems.
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