Given the rigged 3D model of the character, created according
to the specifications provided by the writer, the animator’s work
consists in cooperating with the 3D programmer to implement
the actions contained in the Behavior Library. Each action that is already
stored in the Action Catalogue (from a previous project) is a
candidate for reuse. Otherwise, if the animation of the action is
produced from scratch, the animator and the 3D programmer analyze
the structure of the action and break it down into its motor
components; the 3D programmer evaluates if the action can be
procedurally generated through an animation language expression
(ActionToAnimation – A2A – mapping). Even if the animation is
procedurally generated, it may be necessary (or more convenient
for quality requirements) that one or more parts of the action are
manually edited. For example, for some action types (such as facial
takes of joy or surprise), it is advisable to manually produce the
pose that marks the culmination of the action. Finally, the new entry
is added to the catalogue, accompanied by a textual label and
stored in the repository