ABSTRACT
This paper describes the non-player character locomotion system developed for the VR game Half-Life: Alyx. Our solution uses a stride retargeting system, footstep prediction, and a custom motion matching system to animate humanoid and non-humanoid characters as they navigate tight, dense virtual environments in real time.
Supplemental Material
Available for Download
- Rune Skovbo Johansen. 2009. Master's Thesis “Automated Semi-Procedural Animation for Character Locomotion”Google Scholar
- Simon Clavet. 2016. “Motion Matching – Road to Next-Gen Animation”, Game Developer's Conference 2016Google Scholar
- Kristjan Zadziuk, 2016. “Motion Matching – The Future of Gameplay Animation… Today”, Game Developer's Conference, 2016Google Scholar
Index Terms
The Right Foot in the Wrong Place: Half-Life Character LocomotionCharacter Locomotion in Half-Life: Alyx
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