More advanced procedural features, like automatic eye-gaze and settling of the
body according to its balance, can be inserted into our system as dedicated animation tracks. Concerning balance, differently from EMBRScript, where settlement is used to explicitly move the character to simulate change of balance, in our system a physical simulation would be used to re-settle a posture that can has been altered out of its believability. Moreover, EMBR requires the specification of many temporal constraints. This can be acceptable within the BML architecture, where such constraints are meant
to be generated by an automatic resolver, but it can be a hard job for a human author in the pipeline. Finally, the language does not support the exposition of parameters in newly defined animations.