Character Locomotion In Half-Life: Alyx

Valve’s Joe van den Heuvel (@ImplicitAction) describes the non-player character locomotion system developed for the VR game Half-Life: Alyx.

The solution uses a stride retargeting system, footstep prediction, and a custom motion matching system to animate humanoid and non-humanoid characters as they navigate tight, dense virtual environments in real time.

See the PDF slides here.