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To Hell With Ik, Use This Instead


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#1 LordNothing

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Posted 05 May 2017 - 10:05 AM

http://hackaday.com/...eural-networks/

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#2 Felicitatem Parco

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Posted 05 May 2017 - 10:12 AM

Oh, I was thinking more along the line of Mechs on pogosticks.

#3 Glaive-

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Posted 05 May 2017 - 10:20 AM

That technically still uses IK as far as I can tell. That system is more about blending and controlling the animations correctly, which involves IK.
I don't see something like that getting implemented into MWO unfortunately, but I'd love to see that used in a mech game at some point

As someone who is very interested in character animation, this neural network system looks incredible. Thanks for sharing, OP!

#4 Scyther

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Posted 05 May 2017 - 10:23 AM

Of course renting the 'mechs for the motion-capture part of the process might prove a little tricky...

#5 Juodas Varnas

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Posted 05 May 2017 - 10:39 AM

Imagine Quadrupeds with a system like this, crawling up the walls and ****.

#6 Metus regem

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Posted 05 May 2017 - 10:46 AM

View PostJuodas Varnas, on 05 May 2017 - 10:39 AM, said:

Imagine Quadrupeds with a system like this, crawling up the walls and ****.



That'd make for one hell of a circus show.Posted Image Posted Image

#7 Athom83

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Posted 05 May 2017 - 11:08 AM

No, because the machines in BT universe don't need a "natural" motion of movement. Its also far to resource demanding for the current engine and code. Simple IK is better for the short term while achieving similar results. The reason a "natural" motion is important for representation of organic entities more than mechanical is that organics generally have free range of motion while machines are locked at joint/pivot points. I could agree if we were talking about a brand new Mechwarrior game, but in this dated game its not important.

#8 LordNothing

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Posted 05 May 2017 - 11:38 AM

View PostAthom83, on 05 May 2017 - 11:08 AM, said:

No, because the machines in BT universe don't need a "natural" motion of movement. Its also far to resource demanding for the current engine and code. Simple IK is better for the short term while achieving similar results. The reason a "natural" motion is important for representation of organic entities more than mechanical is that organics generally have free range of motion while machines are locked at joint/pivot points. I could agree if we were talking about a brand new Mechwarrior game, but in this dated game its not important.


i think this method precomputes everything down to a bunch of look up tables. the neural networks pre-compute these offline, stores em to a file, which the game uses for the real time animation. it might increase the memory requirements somewhat, but i doubt its a slow down.





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