ABSTRACT

This chapter approaches the task as follows: A high-level path is used to guide the incremental generation of an animation-driven path. An animation-driven path is comprised of actions, which are broken into three categories. Transfer actions are used to cover longer distances in roughly a straight line. Pretransfer and posttransfer actions are optionally used to move into and out of transfer actions. Transfer actions are looped animations that take a character from one point in space to another. Code for handling transfer actions should try to deal with any obstacles, keep characters in formation, or perform any required path adjustments. During execution of the action-stack, the velocity of a movement animation is increased or decreased without speeding up or slowing down the animation playback rate, which unfortunately results in foot sliding. Animation-driven locomotion with planning brings a believable look and feel to a game.