http://hackaday.com/...eural-networks/
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To Hell With Ik, Use This Instead
Started by LordNothing, May 05 2017 10:05 AM
7 replies to this topic
#1
Posted 05 May 2017 - 10:05 AM
#2
Posted 05 May 2017 - 10:12 AM
Oh, I was thinking more along the line of Mechs on pogosticks.
#3
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!
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
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
Posted 05 May 2017 - 10:39 AM
Imagine Quadrupeds with a system like this, crawling up the walls and ****.
#7
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
Posted 05 May 2017 - 11:38 AM
Athom83, 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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