2 ms·
Not really if you look at people walking around for more than 1 second. Character animation has always been the weakest point of video games.
by ekianjo 4y ago
Not really if you look at people walking around for more than 1 second. Character animation has always been the weakest point of video games.
- TillE 4y agoOf CGI in general. I like Rogue One a lot, but they were way too proud of their awful rendition of Grand Moff Tarkin, giving repeated closeups to an incredibly fake face. The biggest budgets in Hollywood still can't escape the uncanny valley.
- saint_angels 4y agoI think the main problem here is with transitions between animation states and matching each animation to the context. If ML motion matching[1] becomes popular in the industry, I think it would smooth out these issues a lot. [1]https://www.youtube.com/watch?v=16CHDQK4W5k https://www.youtube.com/watch?v=16CHDQK4W5k
- ricardobeat 4y agoI remember this being solved over ten years ago, without ML, there was this software that seamlessly blended between poses and activities (morphine or something like that?). I wonder what happened to them. Unreal 5 also has similar tech.
- saint_angels 4y agocan't find anything on "morphine", but animation blending is something that Unity/Unreal/etc had for a while. Although, I don't think any publicly available engine solves this like Ubisoft ML models do. Usually it requires at lot of work to look seamless
- ricardobeat 4y agoThe demo was a blender-like environment, with opaque white human models. You could shoot arrows at them, bullets, switch between poses and animations or set up obstacles to watch them react realistically and tumble around. This was sometime before 2010.