Move the body of the character from one location to another. There are two distinctive types of usage: target-oriented and velocity-oriented.
| Attribute | Type | Use | Default | Description |
|---|---|---|---|---|
| type | name | required | The type of locomotion specification (VECTOR, TARGET) VECTOR designates locomotion specifications using velocity vectors, TARGET designates locomotion specifications relative to a target object. | |
| target | ID | required | 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 | |
| proximity | float | optional | 1 | In 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. |
| facing | angle | optional | FRONT | In 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 |
| manner | lexicalized | optional | walk | In 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 |
| dynamic | bool | optional | true | In 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. |
| velocity | vector | optional | In velocity mode, The trajectory velocity vector that the character should follow, in meters/second, in character coordinates. |
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?
Put the body into an overall physical configuration for a given period of time or define a new neutral configuration.
| Attribute | Type | Use | Default | Description |
|---|---|---|---|---|
| part | lexicalized | optional | whole | The part of the body that should be affected by the posture [whole, upper, lower, …] |
| stance | lexicalized | required | The general configuration of the body, picked from a list of configuration which can be extended [standing, sitting, lying, …] | |
| shape | lexicalized | required | The characteristic shape of the posture, picked from a list of common shapes which can be extended [crossed, open, stretched, ..] | |
| target | name | optional | A named object or a person that the posture interacts with, such as a chair for sitting | |
| facing | direction | optional | FRONT | Once the posture is reached, the character's body should be facing in this direction relative to the target (“yaw” movement) |
| leaning | direction | optional | NONE | Once the posture is reached, the character's body should lean in this direction [none, up, down] (“pitch” movement) |
Notes on posture synch points (scheduling):