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High-Level Animation and Motion Planning

Alex J. Champandard on February 19, 2009

Building on top of the animation system and motion assets described in previous sessions, this masterclass focuses on locomotion and character animation logic. In particular, you'll learn about the major challenges of creating high-level animation logic and why HFSM are currently the most common approach. A solution based on behavior trees is also presented, showing how you can create goal-driven animation behaviors. Finally, you'll hear about the main approaches to locomotion planning.