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Applying a Graphical Locomotion Model to a Behavioural Animation System

This paper presents a method of applying a graphical locomotion model to a behavioural animation system. The locomotion models (actors) are driven by their motives and needs, aided by their visual perception systems: they are capable of detecting corners and edges of the environment so they can move without colliding into any obstacle. Each actor may regard other actors as being friendly or frightening, decisions may be made by the actors to approach, to avoid, to grasp, to eat. The graphical model must be capable of performing these actions in a realistic manner. The 2-0 nature of the behavioural animation system is implimented in 3-0 by assuming that the actors are anchored to the 2-0 plane. This still allows flexible locomotion for most models.