Add To Attribute Types:

  • vector: a string of format “float; float; float” indicating the x, y, and z coordinates a vector (unit is specified by the attribute)
  • angle: A float number specifying angle in degrees counterclockwise, from (-180, 180].
  • NOTE: All units are in kms (kilograms, meters, seconds)

<locomotion> (WG 1 refinement)

Move the body of the character from one location to another. There are two distinctive types of usage: target-oriented and velocity-oriented.

AttributeTypeUseDefaultDescription
typenamerequired The type of locomotion specification (VECTOR, TARGET) VECTOR designates locomotion specifications using velocity vectors, TARGET designates locomotion specifications relative to a target object.
targetIDrequired In target mode: A named object, a person or a point in space that represents the end location of the locomotive behavior. The locomotion should end at a default “arrival location” relative to the target, which typically would be the “front” of the target (such as in front of another person). However, it may be possible to give a more specific arrival location in the target name, such as in target=“jon:leftside”, although we'll not specify a language for this at this time
proximityfloatoptional1In target mode: How close to the target the character should go before terminating the locomotion behavior. The distance should be measured in a straight line from the target.
facingangleoptionalFRONTIn target mode, once the locomotion terminates, the character's body should be facing in this direction relative to the target. I.e. front facing would have the body completely face the target, but left facing would have the body be turned to the left (so that the right shoulder is now nearer the target). In velocity mode, facing specifies the angle of the character’s body relative to the direction of movement, counterclockwise in degrees
mannerlexicalizedoptionalwalkIn target mode or velocity mode. The general manner of locomotion such as whether the character walks or runs. This can be extended through libraries while BML will include a few typical ones
dynamicbooloptionaltrueIn target mode, Whether the locomotion path should adapt dynamically to changes in position and/or orientation of the target. If false, the character will continue on the original locomotion path even if the target moves.
velocityvectoroptional In velocity mode, The trajectory velocity vector that the character should follow, in meters/second, in character coordinates.
Target is a separate sub-element shared my many behaviors. This element needs to include the dynamic flag. If the target is specified as a vector, the coordinate system must include another parameter noting the reference frame. Core reference frames include WORLD and CHARACTER. This <target> sub-element should also be used by gaze and pointing gestures. Is the proximity sub-element of target, possibly named more generally so it can be used in other contexts?
(notes regarding specification interpretation: The targets are defined hierarchically. The BML realizer should return an exception if the topmost item in the requested target location hierarchy cannot be found in the environment. The executive should return a warning if the topmost target entity can be found but the specific arrival location cannot.
Alternative proposal for the definition of the facing parameter: http://forum.mindmakers.org/index.php/topic,110.0.html
If the element has an incompatible set of attributes (e.g., attributes incompatible with the locomotion type), the realizer should send a warning) If the element is missing required attributes for the type of locomotion, the realizer should send an exception.
Note on meaning of duration and sync points: “Start” is the beginning of the locomotion behavior, “end” is the end of the behavior. “Ready” refers to the point in time at which the character is has reached the desired location speed. “Relax”, if present, defines the point at whichh the character stops the character's motion. If the realizer is unable to reach the sync point in time to complete the locomotion, the realizer should return a warning.

<posture> (WG 1 refinement)

Put the body into an overall physical configuration for a given period of time or define a new neutral configuration.

AttributeTypeUseDefaultDescription
partlexicalizedoptionalwholeThe part of the body that should be affected by the posture [whole, upper, lower, …]
stancelexicalizedrequired The general configuration of the body, picked from a list of configuration which can be extended [standing, sitting, lying, …]
shapelexicalizedrequired The characteristic shape of the posture, picked from a list of common shapes which can be extended [crossed, open, stretched, ..]
targetnameoptional A named object or a person that the posture interacts with, such as a chair for sitting
facingdirectionoptionalFRONTOnce the posture is reached, the character's body should be facing in this direction relative to the target (“yaw” movement)
leaningdirectionoptionalNONEOnce the posture is reached, the character's body should lean in this direction [none, up, down] (“pitch” movement)

Notes on posture synch points (scheduling):

  • ready: Refers to the time when a posture is fully reached
  • end: When omitted, the posture becomes a BASE posture. When included, the posture returns to BASE if it has been previously established, otherwise to the realizer's neutral posture

 
projects/bml/draft1.0/wg1.txt · Last modified: 2009/10/06 18:12 by amarshal
 
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