“The Right Foot in the Wrong Place: Half-Life Character LocomotionCharacter Locomotion in Half-Life: Alyx” by Heuvel, Cunliffe and Parker
Conference:
Type(s):
Entry Number: 63
Title:
- The Right Foot in the Wrong Place: Half-Life Character LocomotionCharacter Locomotion in Half-Life: Alyx
Presenter(s)/Author(s):
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 char- acters as they navigate tight, dense virtual environments in real time.
References:
Rune Skovbo Johansen. 2009. Master’s Thesis “Automated Semi-Procedural Animation for Character Locomotion”
Simon Clavet. 2016. “Motion Matching – Road to Next-Gen Animation”, Game Devel- oper’s Conference 2016
Kristjan Zadziuk, 2016. “Motion Matching – The Future of Gameplay Animation. . . Today”, Game Developer’s Conference, 2016