What is Procedural animation?
'''Procedural animation''' refers to rule-based or [[Algorithm|algorithmic]] methods of creating [[computer graphics]] animation. == Procedural animation vs. traditional animation == With [[traditional animation]] method, principal animation poses are specified by an animator at a specific point in the animation timeline. By setting these poses, an animator can artistically direct how the [[geometry]] will be framed in some key events. These poses are in the same sense as how a person may pose for a photography session. Shapes and objects in computer graphics are considered as ''geometry''. With key events specified, the animation software will then automatically fill the [[intermediary motions]] between key points, thereby creating continuous motion throughout the timeline without requiring additional works by an animator. ''Procedural animation'' is a rule-base approach to creating animations. These rules are typically some form of [[Mathematics|mathematical]] or [[statistical functions]] which tell the [[animation software]] how an object is to be animated. In order for the geometry to be animated, these functions typically require some form of time-based variable as its input. Therefore, one can apply a chain of logical rules and algorithms to create animations without manually specify any key poses. == Procedural modeling == In computer graphics, ''modeling'' refers to an act of [[Digital|digitally]] [[Sculpture|sculpting]] a model. P''rocedural modeling'' then refers to same rule-based, algorithmic approach to creating geometry. Procedural modeling differs from procedural animation in that a time-based variable is not required. == Proceduralism == Amongst some animators within the computer graphics industry, procedural modeling and animation method is also known as ''proceduralism''. == Advantages and disadvantages of proceduralism == In order to maximize artistic impact of their craft, animators employ traditional animation techniques to set poses manually at a specific point in time. When the object