An object is to provide an image generation system and program which can
realize a realistic, variable and natural representation of motion with
less data. When the forearm (14) of an enemy character is hit, the
forearm (14) is moved through a physical simulation by a vector of
hitting force FH0. At the same time, vectors of hitting force FH1 to FH4
are sequentially transmitted to the brachium (16), chest (18) and hip
(20) which are parent parts for the forearm (14) while their magnitude
being sequentially attenuated. These vectors of hitting force FH1 to FH4
move these parent parts to generate a motion of the object. A rotational
resistance force depending on its angular velocity and a restoring force
for returning the part to its default posture act on each of the parts.
When the object is hit, the play of motion based on motion data is
switched to the generation of motion through the physical simulation.
When a given time period elapses or when the strength parameter relating
to the object becomes equal to zero, the generation of motion is switched
to the play of motion. On switching, a connecting motion is played or
generated.