Physical modeling of a humanoid form may be accomplished using a
three-part model, where angles on the model drive the display of
animation frames for the object. An animation sequence may associate one
or more animation frames with angles in an angular range of a physical
model. The physical model may be moved and/or bent based on interactions
with other objects in a physical simulation, and the angle formed by
portions of the object may be used to determine what animation frames to
display for the object. Multiple animation frames may be associated with
a single angle, such that if the object remains at a given angular
position, the multiple animation frames may be displayed in a sequence,
which may be timed.