Applying a Graphical Locomotion Model to a Behavioural Animation System

A. Marriott, Toto Widyanto
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Abstract

This paper presents a method of applying a graphical locomotion model to a behavioural animation system. The locomotion models (actors) are driven by their motives and needs, aided by their visual perception systems: they are capable of detecting corners and edges of the environment so they can move without colliding into any obstacle. Each actor may regard other actors as being friendly or frightening, decisions may be made by the actors to approach, to avoid, to grasp, to eat. The graphical model must be capable of performing these actions in a realistic manner. The 2-0 nature of the behavioural animation system is implimented in 3-0 by assuming that the actors are anchored to the 2-0 plane. This still allows flexible locomotion for most models.
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将图形运动模型应用于行为动画系统
本文提出了一种将图形化运动模型应用于行为动画系统的方法。运动模型(角色)是由它们的动机和需求驱动的,在它们的视觉感知系统的帮助下:它们能够探测到环境的角落和边缘,这样它们就可以移动而不会撞到任何障碍物。每个演员可能会认为其他演员是友好的或可怕的,演员可能会做出接近,避开,抓住,吃东西的决定。图形模型必须能够以逼真的方式执行这些操作。行为动画系统的2-0特性是在3-0中通过假设演员被固定在2-0平面来实现的。这仍然允许灵活的运动为大多数模型。
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