AI4Animation
unity-atoms
AI4Animation | unity-atoms | |
---|---|---|
11 | 5 | |
7,282 | 1,168 | |
- | 1.2% | |
5.3 | 6.5 | |
6 months ago | 4 months ago | |
C++ | C# | |
- | MIT License |
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AI4Animation
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[Request] Implementation of DeepPhase: Periodic Autoencoders for Learning Motion Phase Manifolds
Hi all, I've been around this scene since 2014 and we've seen some incredible mods over the years. If anyone is familiar with the AI scene recently, you may have came across a paper called DeepPhase which allows for fully procedural, unique animations in realtime. It's a long shot, but is anyone here familiar with the animation pipeline for Skyrim - and whether it would be even feasible to implement this paper into the game? This is just theorycrafting or spitballing an idea, but I'd love to have a discussion here!
- AI4Animation: Deep Learning for Character Control
- IDEA/Suggestion: Module for 3D agnostic movement? Seems like something interesting to be incorporated into the 3D modules available
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Nvidia PhysX 5.0 is now open source
character motion being the same old animations, just done/interpolated better
the only advancement I know of which got close to be implemented in games is https://github.com/sebastianstarke/AI4Animation (I think Sebastian worked with EA or some other big company at some point) - still haven't played anything using this though
- Ubisoft inspired "Motion matching"
- Ai animation in UE5?
- I'm Addicted to Assets
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Motion Matching help
Here's the paper for one of them: Phase Function Neural Networks. In the paper you can also find names of other algorithms and look up their associated papers. The reason I single out this one is because the author also uploaded their original Unity implementation.
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I know it ain't much compared to the rest of the work on this page, but I'm honestly proud of the little bit I've gotten done. I learned how to use Unity's animation system in about 30 mins last night. I love how easy it is to use! Just working on finding some survival/rpg animations now :)
(bonus: here's an excellent and comprehensive gdc talk from ubisoft going over their tech and how it helped them address the insane complexity in their assassin's creed games. second bonus: the guys that did that basketball demo in the 2 minute papers video have their work in a github repo, if you're feeling spry)
- AI4Animation: Deep Learning, Character Animation, Control
unity-atoms
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Tech lead says "we use SOs as runtime data here". Isn't this a bad design?
Some people cover on how to make such a system on YouTube, and making one is fun, yet there are open source libraries that can be used. Like unity atoms https://github.com/unity-atoms/unity-atoms
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Is making a game supposed to be this messy?
If you’re using Unity, the pattern that helped me become more organized and reduce clutter in my projects AS WELL AS in my head was the ScriptableObjects architecture along with using UnityEvents for loose-coupling. There’s a great video on this topic, and a free free open-source library to get you started.
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are enum good for performance?
btw did you roll your own? or go with something like Unity Atoms?
- I'm Addicted to Assets
- Question about best case uses for scriptable objects
What are some alternatives?
deep-motion-editing - An end-to-end library for editing and rendering motion of 3D characters with deep learning [SIGGRAPH 2020]
SplineMesh - A Unity plugin to create curved content in real-time with bézier curves
mediapipe - Cross-platform, customizable ML solutions for live and streaming media.
RoadArchitect - Road Architect for Unity
Unity-Robotics-Hub - Central repository for tools, tutorials, resources, and documentation for robotics simulation in Unity.
FleX
awesome-ai - Awesome list for all things AI, ML and deep learning