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.

 
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