%0 Journal Article %T The art to keep in touch: The 'good use' of Lagrange multipliers %A Antoine Jonquet %A Olivier Nocent %A Yannick Remion %J Journal of Virtual Reality and Broadcasting %D 2008 %I University of Applied Sciences Dusseldorf %X Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There are several methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt. We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints. %K Physically-based animation %K constraints %K contact simulation %U https://www.jvrb.org/past-issues/4.2007/1276