2009
This is a fairly simple network of possible motions, because the characters can
only start, stop, turn at 90 degree angles left and right (walk_L90 and walk_R90),
and do an about-face (walk_180). However, for more natural crowd interaction,
it's advisable to expand the motion flow network to include shorter, more
finely tuned variations such as turning at 45 degree increments, moving in
different directions while facing the same way, loitering motions, and moving
at different speeds. The Biped Motion Library has a comprehensive list of clips
for you to experiment with.
TIP You can create motion clips that curve slightly to the left and right by applying
Biped's footstep-bending operation to straight-line motion clips. If the clips are
motion captured, you should employ footstep extraction during import in
preparation for the bending operation. Adding clips that turn slightly will let the
biped crowd simulation make minute corrections in heading in order to achieve
goal locations more precisely.
Motion flow graphs that work best incorporate fine-tuned transitions. A good
way to check your motion-flow transitions is by building test scripts as you
build the graph: Add clips to the graph, add the necessary transitions, and
optimize the transitions. Optimizing transitions works well as a starting point
and, more often than not, produces the smoothest transitions. Next, make a
new script that uses your transitions, and use the script to tweak the motion
flow until the feet don't slide.
Using Motion Synthesis | 4795