Behavior authoring
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Intro
Behavior is wildly used in crowd simulations, and scenes with multiple autonomous actors. There has been growing academic and industry interest in the behavioral animation of autonomous actors in virtual worlds. However, it remains a considerable challenge to author complicated interactions between multiple actors in a way that balances automation and control flexibility.[1]
The BML Sequencer and Smartbody
The BML sequencer is a tool to allow artists to create SmartBody compliant BML animation sequences for multiple virtual humans. SmartBody allows for complex behavior realization, synchronizing speech recordings with non-verbal behaviors by using the Behavior Markup Language (BML). However, there remain two problems for using BML and smartbody to achieve the vision that an artist has for animating the character: the authoring problem and multi-party behavior syncronization. The BML Sequencer addresses both.[2]
Behavior Authoring in Real-Time Strategy Games
Behavior authoring for computer games consists of first writing the behaviors in a programming language, iteratively refining these behaviors, testing the revisions by executing them, identifying new problems and then refining the behaviors again.[3]
References
- ^ Mubbasir, Kapadia; Shawn, Singh; Glenn, Reinman; Petros, Faloutsos. "A Behavior Authoring Framework for Multi-Actor Simulations" (PDF).
- ^ Priti, Aggarwal; David, Traum. "The BML Sequencer: A Tool for authoring multi-character animations".
- ^ "An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games" (PDF).
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