Animation-Dreiven Locomotion for Smoother Navigation
ADL
Invalid kinematics break immersion.
Allow complex motion sets
Realistic, high fidelity visualization with complex movement
could define navigation
ADL: is simple, usage pattern are hard
Reckoning ADL system
-ADL for player
-Motion graph
-Extracted date from animation node
Player movement
- Orientation - procedural and ADL
-Blending movement info.
NPCs
-Attempted realtime motion graph search
Motion Planning
- Motion Graph ( defined by developers, conditional link, tree-like display)
- Become very large
- animation blending
- additive animation blending
-procedural ADL ajustement: postion/rotation
Mtion planning benefits
- Low overhead for motion planning node
-easy addition
An ADL approach to Foot step planning
- use a per segment nav. without steering
- best suited fot
- high constrained character locomotion
- stable target
- slow pace navigation ( longer strides delay reactivity, runaway requirement limit possible path)
Animation requirement
- complete animation set. Cover all degrees
- detailed clips with info on current feet
Footstep planning
contain start, turn, stop, others
- select that will minimize the modification of current animation
Deal foot sliding
- IK can hide this error
Path post-Processing:Funnel algo.
- Post- processing on navmesh
Path post-Processing:Corner push away
Path post-Processing: Reducing error
Advantage of ADL:
easily alter plan by cutting a few steps or insert custom animation
Collision Avoidance in ADL
-ADL has one major drawback when it comes to CA --- latency
-therefore collision needs to be predicted
ADL CA : Lack of steering
- traditional steering still foot sliding
ADL CA: Footstep re-planning
ADL CA: transitions
- trajectory should be as short as possible
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