To be honest I don't have much knowledge about licensing. If you want to experiment with this project for any use please go ahead -- although if you want to use the original dataset, you would have to follow the original licensing
Why is demo displaying black horse on a black background? Even sample screenshot shows that. Am I crazy? Is this some kind of meta joke? I don't get it.
If you want to disguise how poorly your animation system works, you put a black skin on a black background with no lighting. This demo is beyond terrible, and I love cyberpunk.
For comparison, here's Dog's Life, a 2003 PS2 game that I worked on. You get to control a selection of dogs. I think the quadruped animation system was pretty good for the time it was made. https://youtu.be/yi0-9ut1cEk?t=216
I left the games industry a long time ago so I could earn twice as much and not have to work weekends. Shame.
And I can't take credit for the animation tech in Dog's Life, it was all working by the time I joined the team. The game was made by Frontier Developments. I think the same technology was used in Kinectimals (https://youtu.be/BrcXV9_cQYw?t=814), which looks amazing but is a bit more "pre canned" looking.
Call me a critic, but I don't see any "realistic transitions"? I mean, the positions of the limbs are continuous, barely. Stopping is very jerky. Sometimes the dog does a sort of "downward dog" pose for a long time when you stop, sometimes entering and exiting this pose slowly. The hind legs look weirdly limp at times. Is this better than some sort of naive interpolation between animations?
It took me a while to realize about the A-W-D movement controls (I tried arrow keys and mouse first), and, as others have said, everything is really dark.
Thanks for your thoughts, I actually have noticed and agree with most of them. This project is still a work in progress -- just wanted to share some initial results and get feedback from the community.
> Is this better than some sort of naive interpolation between animations?
The current implementation might not be, but the idea of procedural animation can very powerful. It eliminates a lot of manual labor of creating animations clips / state machines and also can account for realtime unpredictable states.
Thank you.
It should also be noted that WASD controls are very bad on an azerty keyboard. There are better choices than these keys. (Arrows being obviously even better than letter keys)
Yeah, we had to do retargeting of the original wolf skeleton to the skeleton of the dog model. That was kind of tricky, and introduced this front leg crossing artifact...
At least there is a live demo, I see so many GitHub projects where a screenshot or a live demo would say more then a thousand words. Checking out a repo and trying to run it is a big hurdle.
I'm hoping to use a simpler version of this neural net, which should reduce computation time by half. There are 8 weight matrices that are dynamically blended every frame ( the bulk of the computation ). This number can supposedly be reduced to 4 (according to original research).
I'm getting ~ 50fps with 2.2GHz Intel Core i7 and Iris Pro 1536MB, MacBook Pro 2015. The matrix multiplication is using numjs, and runs on a single core (no web workers).
What licence is this under?