Each BML behavior has a number of parameters that can be used to alter its performance. Also note that many behaviors cannot be used unless they have the proper animations, skeleton topology, and so forth.Behaviors are typically implemented by means of a Controller, which will have different requirements. For example, a head nod controller requires a skeleton that has three neck and spine joints, whereas an animation controller requires a motion asset, but is indifferent about the skeleton topology, as long as the motion data matches the skeleton topology of the character. Certain behaviors have multiple modes; a low-quality mode when the configuration isn't available or set up, and a high-quality mode when the proper data or configuration is made. For example, the locomotion behavior will move any character around in the virtual environment, regardless of topology, but will do so without moving the character's body. Once the proper locomotion files are provided, the character will accurately step and turn in a realistic manner.
Each behavior listed on the following pages will contain:
- a description of the behavior
- a list of parameters that can modify the performance of a behavior
- a description of the setup requirements to use this behavior