![]() ![]() Reynolds’ 1986 computer model of coordinated animal motion was based on three dimensional computational geometry. The construction of behavioral animation characters has attracted many researchers, but it is still a young field in which more work is needed. These behaviors include a whole range of activities from simple path planning to complex “emotional” interactions between characters. The goal is for such simulated characters to handle many of the details of their actions, and hence their motions. Typical computer animation models only the shape and physical properties of the characters, whereas behavioral or character-based animation seeks to model the behavior of the character. Flock centering – each boid attempts to stay close to nearby flockmates.Velocity matching – each boid attempts to go the same speed and direction as neighboring boids.Collision avoidance – a boid is constrained from colliding with other boids or obstacles.Some characteristics of this system include: The attributes which control the boids behavior is dependent on external as well as internal conditions, allowing a boid particle to react to what other particles are doing around it. In this case, each particle is an entire polygonal object rather than a graphical primitive, each particle has a local coordinate system, and there are a fixed number of particles that are not created or destroyed. In this particle system the particles are used to represent what Reynolds called “boids”. A variation of the particle system was used by Craig Reynolds to model the flocking and schooling behavior of birds and fish.
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