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Everything posted by Arcturus
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Fan Mission: A Winter's Tale by Bikerdude (2024-11-30)
Arcturus replied to nbohr1more's topic in Fan Missions
@Bikerdude MC? -
Fan Mission: A Winter's Tale by Bikerdude (2024-11-30)
Arcturus replied to nbohr1more's topic in Fan Missions
Something I noticed: -
@nbohr1more I was thinking more about using fresnel as a factor / mask in materials. For example changing intensity of mirror reflections based on angle, like in the video above. Or masking one stage of material. Being able to modify intensity of cubemap reflections inside materials would be useful.
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But it can't be used per material? The whole point of Fresnel effect is that it's view dependent.
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@datiswous On Github pages for those ComfyUI plugins you can see that they they were able to convert those videos to BVH format, which is an old standard for skeletal animation. And then convert to a different format. The second one even mentions Blender installation linked directly to ComfyUI. But when I try to install it, there is always a problem with this or that module missing. There's always possibility that I wouldn't be able to run it anyway, if it requires top of the line GPU.
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When the turn is 10 degrees or less, animation is not played. Which also doesn't look amazing, but is better than the alternative:
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It's a wrapper on this tech: https://zju3dv.github.io/gvhmr/ It's for non-commercial uses only. That ComfyUI wrapper requires a lot of dependencies. There's this version for ComfyUI that seems to streamline things, but I couldn't get it to work. Not enough people with right technical knowledge are interested in it so far. From the published examples it would seem that it gives better results with a single camera than Freemocap with multiple.
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Is there no way to use fresnel per material, rather than globally?
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Possibly. I assume there is a way to convert those animations to a format usable in Blender or other editor. The GPU requirement are a bit high though. That Comfy UI mocap model looks interesting and probably doesn't need 17GB of VRAM.
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I just would like NPCs to behave less like Roombas. Adding more variety of animations and behaviors, like the "surprised" animation from Thief, would help. Right now when AI bumps into player they just keep walking in place for two seconds, after which they immediately draw a weapon. @I.C.H.I. Unique animations for each character type, e.g. builder priest, builder guard, etc. would be nice. EDIT: I operned a separate thread about the "surprised" animation.
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In Nvidia's tech report linked on the website you can find that they trained it on 700 hours of motion capture data from: https://bones.studio/ai-datasets How is using Nvidia's tool different from using mocap animations directly?
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AI animation generator from Nvidia. Requires 17GB of VRAM to run locally: https://research.nvidia.com/labs/sil/projects/kimodo/
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I can mitigate it by twisting the upper body more. I think game should account for small angle turns. Maybe by making additional 45 or 30 degree animations. There are those idle_turn_180 animations that seem to be unused in the proguard folder. But below certain threshold playing dedicated animation doesn't make sense to me?
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I noticed something wrong. Guard rotates before opening the door. This is what it looks like with the old animation (pre 2.14): Both look bad, but arguably new one is worse. The guard is rotating maybe 20 degrees but is playing 90 degrees animation.
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Somebody on Blenderartists linked to this AI tool that extracts motion capture data from video: https://github.com/PozzettiAndrea/ComfyUI-MotionCapture/tree/main There's an older open source mocap project: https://freemocap.org/
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That's something Thief didn't do. You wouldn't be able to get the same realism animating by hand. Half-life came out a month earlier and its animations are very robotic. HL has things Thief doesn't, like mouth movement, or weapons that are separate from the character. As I understand that was largely Ken Levine's contribution. Looking Glass was based in Cambridge, Massachusetts and they had a lot of people from MIT. Some voices in TDM I think are quite good. There are some that are very bad. Some sentences are repeated between different actors, so you have different voices repeating the same lines. I don't have the same quicksave anymore, but I don't think I see a difference.
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Looks pretty good at 50%.
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There's a thread about it:
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@I.C.H.I. Quality of animations is one thing. That one "search" anim where feet are sliding is bad. Alerted turning animation seems to suffer from the same problem as the base turn anim did (mismatch between turn speed and the animation). But there also seems to be a lack of variety of animation types. Another example: I like how gangsters in "Arkham" series behave. They react to player's actions and act increasingly frightened as Batman keeps eliminating their friends stealthily.
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@datiswous Things that shipped are: fixed turning 90 degrees animation, fixed elbows in one of the walk anims (and enabled it for builder guard), changed starting frames of the walk anims, small changes to what idle anims are played when NPCs patrol. I would like to see animation blending rates increased at some point, but that requires larger discussion.
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They make two steps, pause, turn around, two steps, pause... Shouldn't they be playing "looking around" animations like they do in Thief? And I feel like they are focused on the same couple of square meters a bit too much. Thief 2 has two variations of the "stop and look around" animation. They also alternate between alerted walk and normal walk.
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@SystemFailure If you just want to get your character into the game, quickest way is to use automatic weights. First select the mesh, then the Darkmod skeleton in t-pose and ctrl+p > Armature Deform With Automatic Weights. I made some changes to the Blender rig that I haven't published yet. I was thinking about making a tutorial on how to animate with it.
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They make two steps, pause, turn around, two steps, pause... Shouldn't they be playing "looking around" animations like they do in Thief? And I feel like they are focused on the same couple of square meters a bit too much. Thief 2 has two variations of the "stop and look around" animation. They also alternate between alerted walk and normal walk. I'm gonna start a new thread.