[SIGGRAPH Asia 2019] Neural State Machine for Character-Scene Interactions

แชร์
ฝัง
  • เผยแพร่เมื่อ 28 ธ.ค. 2024

ความคิดเห็น • 78

  • @rafaelrodriguessantos6379
    @rafaelrodriguessantos6379 5 ปีที่แล้ว +43

    I do hope big companies invest in this technology as fast as possible and develop games based on it.

    • @randallcromer66
      @randallcromer66 5 ปีที่แล้ว

      Amen, All game's could be improved by this amazing software.

    • @SergeiSugaroverdoseShuykov
      @SergeiSugaroverdoseShuykov 4 ปีที่แล้ว +1

      it's already crappily licensed, so it's kinda useless until ppl make kinda the same thing but with permissive license

    • @feshprod1121
      @feshprod1121 4 ปีที่แล้ว +3

      probably Unreal will buy it :(

    • @sebi7592
      @sebi7592 4 ปีที่แล้ว

      Just imagine a point and click adventure in a 3D space using these animations. I can see great use cases for almost anything demonstrated here (except for sitting :))

    • @sikaegypt
      @sikaegypt 4 ปีที่แล้ว

      a game like sims will will be really amazing with this one

  • @wilsonillustration
    @wilsonillustration 5 ปีที่แล้ว +7

    Sebastian, this is some spectacular work!! These solutions are very elegant and silky smooth. Congrats and thank you for sharing the project. I'm going to have to dive into it shortly to check out implications and applications.

  • @ninjadodovideos
    @ninjadodovideos 5 ปีที่แล้ว +71

    Anubis, god of the dead, just casually moving some stuff around :D ... anyway this is really interesting stuff!

    • @KattheLeopardess-Catwoman69y2k
      @KattheLeopardess-Catwoman69y2k 5 ปีที่แล้ว +1

      Yeah, I too am amused by the fact that Anubis is the test subject to run through these motions.
      To the original poster, was this being used for a specific Egyptian themed game?

    • @dumb_nauka
      @dumb_nauka 5 ปีที่แล้ว +1

      That actually a BadDragon stuff.

  • @NilsenFPV
    @NilsenFPV 5 ปีที่แล้ว +3

    So good. You keep evolving since the quadruped motion of last year's Siggraph. Please keep the great work up and thanks to Taku Komura too!

  • @jayperalta7104
    @jayperalta7104 4 ปีที่แล้ว +1

    what a time to be alive.

  • @shadowfire04
    @shadowfire04 4 ปีที่แล้ว

    i decided to come back to this after a while and holy hell my jaw dropped when you said two hours of motion capture data. i'd forgotten just how absurd that little data is.
    anyways this is a fantastic paper and i can't wait to hopefully see tech like this in future games.

    • @shadowfire04
      @shadowfire04 4 ปีที่แล้ว

      one minor detail that i noted especially near the end with the comparison between LSTM and NSM was that the model's hands occasionally clipped into itself, especially during certain animations. would it be possible to add something similar to the enviroment sensors to the model itself? already you guys did a great job with model clipping, but it's not perfect yet. also, how does this framework compensate (if it can) for different models? eg different height, limb length, size, etc. it would be awesome if you could resize these animations for different models and effectively use 2 hours of motion capture data for a infinite variety of bipedal models.
      anyways, i'll leave that there for other potential studies later on. i'm not an expert on this and certainly can't build anything like this at the moment, that was just stuff i was wondering as i watched.

  • @marc-unreal
    @marc-unreal 5 ปีที่แล้ว +4

    The side by side comparison @ 5:10 demoing the impact of the gating was night and day. Is there any intention to provide these systems as a middleware solution for unreal engine? There are very limited offerings in this arena currently other than one motion matching system. Good luck with your endeavors and thanks for sharing your work. Fascinating.

  • @peacefulgamer
    @peacefulgamer 4 ปีที่แล้ว

    This is incredible!!! This is what I expect (demand?) for next gen character movement! I never want to see a slippery foot again lmao!
    Great work!!!

  • @barkers57
    @barkers57 5 ปีที่แล้ว +3

    Amazing stuff! I've actually been waiting so see AI take care of movements like this, especially when walking up and down stairs, that I would love to see. Next step, do the same for clothing to avoid clipping :)

  • @aruinoranimations7775
    @aruinoranimations7775 5 ปีที่แล้ว +8

    I'm completely blown away by this :D Currently I'm an early technical artist working with mocap and I'd love to learn the workflow for this!

    • @razzraziel
      @razzraziel 5 ปีที่แล้ว +2

      Workflow: Use all CPU only for animation controller.

    • @kurtisknodel
      @kurtisknodel 5 ปีที่แล้ว +4

      @@razzraziel Not really. Neural networks are super fast, and so are voxels.

  • @jojolafrite90
    @jojolafrite90 5 ปีที่แล้ว +8

    When? When actual good games that use such innovations (and there are so much possibilities, not just this).

  • @govindnarasimman6819
    @govindnarasimman6819 5 ปีที่แล้ว +1

    excellent work. hope in future we can see more actions

  • @leco4002
    @leco4002 4 ปีที่แล้ว +1

    A Sims game with this system would be insane

  • @containedhurricane
    @containedhurricane 5 ปีที่แล้ว +3

    Excellent work. Is there a plan to enhance it? For instance, to synthesize more difficult body mechanics animations, such as parkour animations

  • @AyaBenchmarks
    @AyaBenchmarks 5 ปีที่แล้ว +1

    racking up those steps, the Anubis NPC - gotta hit that 10,000 step milestone!

  • @ZadakLeader
    @ZadakLeader 5 ปีที่แล้ว +1

    Very nice work, Sebastian!

  • @mikeluna2026
    @mikeluna2026 5 ปีที่แล้ว +3

    So awesome it's sad it's for research only... and not really interested in jumping through hoops to use it in a commercial project... Will have to wait for and make do with Kinematika. I hope Unity can learn something from this project, or hire Sebastian to help or something. Would be awesome if Kinematika can reach this level of quality.

  • @pigozz
    @pigozz 5 ปีที่แล้ว

    Man this is amazing. I bet big game companies would buy the shit out of this... Must save tons of time and resources

  • @razzraziel
    @razzraziel 5 ปีที่แล้ว +2

    Good improvements since 2017. Or 2016? Are you planning another asset?

  • @garrukthewildspeaker262
    @garrukthewildspeaker262 5 ปีที่แล้ว +4

    Welcome to the smite god reveal: Anubis. God of walking and carrying boxes.

  • @0rionG
    @0rionG 5 ปีที่แล้ว +2

    my jaw just dropped. amazing stuff!

  • @warsp1te
    @warsp1te 5 ปีที่แล้ว +1

    very cool stuff. i wonder if this could be applied on cloth for example.

  • @thomashalpin2251
    @thomashalpin2251 ปีที่แล้ว

    Many 3D characters come in a range of shapes and sizes, with different lengths for limbs. I wonder if there is a path that could train one set of motions then correctly apply it to all the different characters with no loss in fidelity. Hopefully a future paper :)

  • @FleischYT
    @FleischYT 3 ปีที่แล้ว

    Irre, hat ein Spiel das bereits so implementiert ?

  • @KaenSG
    @KaenSG 5 ปีที่แล้ว +2

    This is just amazing.... when can we see this released on the unity asset store for commercial use? (The github licence is sadly only for research or education purposes)

  • @prltqdf9
    @prltqdf9 5 ปีที่แล้ว +4

    Why was VSync disabled?

    • @sebastianstarke5023
      @sebastianstarke5023  5 ปีที่แล้ว +1

      Recording screen at 60Hz while running Unity on 4K plus neural network plus character controller was probably too heavy for my laptop :(

    • @AVANLOR-qx1cf
      @AVANLOR-qx1cf 4 ปีที่แล้ว

      @@sebastianstarke5023 how to make in unreal engine 4

  • @zeon3d755
    @zeon3d755 10 หลายเดือนก่อน

    Could it be done using unreal engine 5?

  • @josephguerassio6680
    @josephguerassio6680 5 ปีที่แล้ว +1

    The motions look good. The next thing to work on is collision detection with the clothes.

  • @deepelements
    @deepelements 5 ปีที่แล้ว

    Notice how ever 10 years or so we get an amazing video like this about cool animation tech that 90% of us can't afford or ever get access to because we are to poor. And then the video just sits on you-tube for 10-15 years and we just keep scratching our heads and continue using our old tools. And what about Unreal? The most popular and most used engine.

  • @fredericleclere1866
    @fredericleclere1866 4 ปีที่แล้ว

    This is impressive work.

  • @PixelCortex
    @PixelCortex 5 ปีที่แล้ว

    Games are going to look fucking awesome in 2030

  • @TheAndreasMustola
    @TheAndreasMustola 5 ปีที่แล้ว +3

    Seen this several times before and it got the same issue. The copyright and "only for research" means this project can not be used for commercial games. It often die after a short while after Unity updates and makes the research code outdated. It's really sad this happen over and over again. A quick search in both Unreal and Unity marketplace show that these kind of advanced locomotion systems don't exists there.

    • @mikeluna2026
      @mikeluna2026 5 ปีที่แล้ว +1

      Sad but true...

    • @MdelaRE1
      @MdelaRE1 5 ปีที่แล้ว +1

      they have this on their copyright " Licensing is possible if you want to apply this research for commercial use. " so if anyone wants to use this for a videogame you could make an agreement

  • @lumberjack9481
    @lumberjack9481 5 ปีที่แล้ว

    How do you use Python modules in unity3d

  • @Ziboo30
    @Ziboo30 5 ปีที่แล้ว

    Any relation to Kinematica from Unity ?

  • @Dr_Gerbz
    @Dr_Gerbz 5 ปีที่แล้ว +3

    I understood some of these words

  • @EpicPianoArrangements
    @EpicPianoArrangements ปีที่แล้ว

    Is it just me or is the only stiff part about these AI animations... is the ankles? The ankles just seem a little stiff in their movement as if they only bend to half the flexibility they can really achieve. Other than that however, this technology is brilliant.

  • @dumb_nauka
    @dumb_nauka 5 ปีที่แล้ว +4

    Official:
    We do a lot of work with NSM and deep learning framework to make a in-game animation better.
    Real:
    Thank you for finance development a new open world furry-yiff game.

    • @jojolafrite90
      @jojolafrite90 5 ปีที่แล้ว +1

      Though, it's not the fault of the people that innovate. It's the companies fault. They actually fucked the whole market.

  • @yaroslavromanov8357
    @yaroslavromanov8357 4 ปีที่แล้ว

    this anubis is chill

  • @automatedluxuryposadism6971
    @automatedluxuryposadism6971 5 ปีที่แล้ว

    This is huge

  • @venomzlo1
    @venomzlo1 5 ปีที่แล้ว

    круто круто вау ))

  • @userou-ig1ze
    @userou-ig1ze 5 ปีที่แล้ว +1

    crazy

  • @Ogebuba
    @Ogebuba 5 ปีที่แล้ว

    It's amazing

  • @delpher32exe
    @delpher32exe 5 ปีที่แล้ว

    Look at what these people are acheiving. And here is me... not dying at least

  • @notarealhandle123
    @notarealhandle123 5 ปีที่แล้ว +1

    Tensorflow rocks!

  • @eddiej.l.christian6754
    @eddiej.l.christian6754 5 ปีที่แล้ว

    I know you have this for Unity. (Buying IT) But Please Oh Please port this to the Unreal Engine. :)

  • @Zeky
    @Zeky 5 ปีที่แล้ว +2

    GTA 6

  • @adamgajda7096
    @adamgajda7096 5 ปีที่แล้ว

    Cool.
    Still, the cloth brushes his bones every few seconds, completely destroying any immersion the whole effect, admittedly quite interesting, may have created.
    Cloth physics and it falling into other objects completely ruins such experiences for me but I'm afraid we're still quite far from implementing it properly.

  • @AbqHalsey
    @AbqHalsey 5 ปีที่แล้ว +1

    OWO

  • @Tenenx69
    @Tenenx69 ปีที่แล้ว

    What the dog doin

  • @KappKuro
    @KappKuro 5 ปีที่แล้ว

    People are no longer needed

  • @D-K-C
    @D-K-C 5 ปีที่แล้ว

    Ъ

  • @UnchartedWorlds
    @UnchartedWorlds 5 ปีที่แล้ว +3

    This stuff never makes it into the games. Contact us when you get this in a game engine like UE4

    • @sebastianstarke5023
      @sebastianstarke5023  5 ปีที่แล้ว +19

      It's implemented in Unity: github.com/sebastianstarke/AI4Animation

    • @simonmalmo8161
      @simonmalmo8161 5 ปีที่แล้ว

      @@sebastianstarke5023 When is it possible to see it compatible with UE 4?
      Say someone had more traditional moving mechanics in a game and wanted to change for this kind of system. Would it have to be remade from the ground up or could you fairly easy take out bits and pieces and retrain them?

    • @UnchartedWorlds
      @UnchartedWorlds 5 ปีที่แล้ว

      @@sebastianstarke5023 Do UE4 and you'll sell shitloads of this plugin! ;)

  • @JanTuts
    @JanTuts 4 ปีที่แล้ว +6

    5:58 *Boston Dynamics PTSD flashbacks*