Simon Clavet is bringing his talent to TiMi Studio Group!
A pioneer in procedural animation for gaming, he now joins our TiMi Montreal team to help us get our unannounced AAA open world multiplayer project in the hands of gamers worldwide.
#montreal#gamedev#videogameindustry
How can we measure the cost of transitioning between two different animations? In this blog post I propose a solution based on the assumption of inertialization blending - involving (as usual) some playing around with spring equations!
theorangeduck.com/page/inert…
A couple years ago I was dancing on 'uptown funk' in a mocap suit with @anorangeduck and @_Quazi_. The goal was to find a way to play any move on a non-cheating ragdoll (or a real robot). Good job guys. It worked.
I've just added a basic implementation of Learned Motion Matching to my previous Motion Matching demo. Hopefully useful to anyone working on this stuff. Results aren't visually any different (as intended), but still cool to see LMM running in the browser!
github.com/orangeduck/Motion…
Supertrack: train a ragdoll to balance and play hours of difficult mocap by gradient descent on smooth/learned/differentiable physics. This changes everything.
Excited to share our latest work with Levi Fussell @HwTheFrondsFold and Kevin Bergamin @_Quazi_ - SuperTrack: Motion Tracking for Physically Simulated Characters using Supervised Learning. For a quick explanation check out this blog post: (1/4)
montreal.ubisoft.com/en/supe…
.@ZivaDynamics presented a machine learning-based system that converts character head meshes into real-time puppets capable of expressing over 72,000 facial shapes within an hour. The video is a real-time demo running in UE5
80.lv/articles/ziva-dynamics…#animation#3dart#gamedev
Another article - this time on joint limits, and how we can automatically compute them from data.
theorangeduck.com/page/joint…
I've also added interactive web demos for this article and my previous article on code vs data driven displacement - much more fun to play with!
Another blog post on animation programming fundamentals, and today it's a big one - code vs data driven displacement - or how we can move a character around a game world in a way which is both responsive and realistic.
theorangeduck.com/page/code-…
In this talk, @anorangeduck and @_Quazi_ show our motion-matched physically simulated character to the robots crowd. The grand unification of robotics and game anim is approching...
Our paper on adversarial motion priors has been accepted into @siggraph 2021! Adversarial imitation learning is finally starting to work for complex simulated characters.
Paper code: xbpeng.github.io/projects/AM…
Thanks to my collaborators: Ze Ma, @pabbeel@svlevine@akanazawa
I made a wave based light simulation that runs in real time in a browser. Models effects like dispersion, diffraction, redshift/blueshift, and beam divergence!
quazikb.github.io/WaveEq/ind…
It's pretty awesome how dancing makes robots less intimidating. Looking forward to seeing more nontrivial Machine Learning on these robots. Credit: Boston Dynamics.
Happy to announce our new SIGGRAPH paper this year - Learned Motion Matching. We use Machine Learning to vastly reduce the memory usage of Motion Matching - allowing it to scale to huge databases of animation. Check out the blog post for more info: montreal.ubisoft.com/en/intr…