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Author Topic: <locomotion> facing  (Read 769 times)
amarshal
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« on: October 06, 2009, 06:10:43 PM »

The <locomotion> command includes a facing attribute to describe the final orientation of the character relative to a target.  With respect to the <locomotion> behavior, I find the final facing to be the least of my concerns.  As written, there is no way to specify facing during locomotion.  I.e., nothing distinguishes normal forward movement from side-steps, back-steps, and strafe behaviors.  Further, the final facing in <locomotion> seems to do the same thing as a posture facing synced to the end of locomotion.

I propose we redefine the <locomotion> facing parameter to declare the facing during locomotion.  The details of this parameter can be fleshed out later (related to the frame of reference debate surrounding target parameters), but the default should have the character turn to face the direction of travel at the beginning of the locomotion, so that the character walks/runs forward.  At the end of motion, the character should keep this facing until a new <locomotion> or <posture> behavior dictates otherwise.

This also has the benefit of defining the facing during velocity-based locomotion, which the current definition does not.


If there are no questions or clarifications, can I have someone seconded this proposal?
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herwin
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« Reply #1 on: November 02, 2009, 02:07:32 PM »

I do like a facing attribute for side steps, back steps etc.

The end facing could remain though (as an attribute with a different name?). Since end facing can determine movement path, I'd rather not specify it through pose+locomotion. I'm fine with making end facing beyond core though.
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