“The Right Foot in the Wrong Place: Half-Life Character LocomotionCharacter Locomotion in Half-Life: Alyx” by Heuvel, Cunliffe and Parker

  • ©Joe van den Heuvel, James Cunliffe, and Eddie Parker

Conference:


Entry Number: 63

Title:

    The Right Foot in the Wrong Place: Half-Life Character LocomotionCharacter Locomotion in Half-Life: Alyx

Presenter(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

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