Live data from Hacker News

Show HN: Anything World – AI for 3D auto-rigging and animation

anything.world

21–30 of 53 posts

Re: Show HN: Anything World – AI for 3D auto-rigging and animation

#21

Very impressive! I suspect I'm not alone among the HN crowd in being curious to know how this AI works; I presume it is some kind of ANN? It's clearly not perfect when compared to rigging and skinning by a skilled artist, but it's pretty good. As someone who has done a large amount of 3D computer graphics myself, I think one would need close to a year of experience to be able to consistently produce something as good…

I'm guessing since the website says "We have developed proprietary Machine Learning algorithms" they won't really share any fun technical details :( > but it's pretty good Yeah, seems alright in order to bootstrap something. Like many of these new AI/ML workflows, I don't think they'll replace any professionals, as the results are still lacking without human intervention, but I think many (including this) is a huge t…

Hello Capableweb! We appreciate your interest in trying out our new animation service.

While we can't disclose all the technical intricacies, we can share that our approach involves the use of ML models, Neural Networks, and a series of refinement steps to enhance rigging and deliver more refined animations. We are aware that our current rigs and animations may not be flawless, but I want to emphasize our unwavering commitment to continual improvement.

For any additional inquiries or if you need further clarification, please don't hesitate to reach out to us via Discord or by emailing us at hello@anything.world. Your feedback and support are greatly appreciated!

Re: Show HN: Anything World – AI for 3D auto-rigging and animation

#24
post #20

Questions: - Can you specify a skeleton, so you can use existing animations? - If the mesh needs triangles subdivided near joints to get smooth bends, will the system add them.

Hello Animats,

We regret to inform you that specifying the skeleton is not currently an option and we are working on that. But you do the option to modify the position of the rig without adding/deleting the joints. Also, you do have the option to download the skeleton provided by us separately and then manually map it to your animation as needed.

We currently have constraints related to the specific number of vertices, but we are actively in the process of developing high-poly models that will soon be available for upload into our system. This will enable you to use the subdivided models directly for your projects.

If you have any additional questions or require further clarification, please feel free to contact us via Discord or send us an email at hello@anything.world. Your feedback and support mean a lot to us!

Re: Show HN: Anything World – AI for 3D auto-rigging and animation

#25

This is great...How hard would it be to port a model to Godot....just getting started with hobby game development and this might solve one of my issues

Hey hey! Thank you! Godot supports importing GLTF and other formats that we export, so you can basically use our tool (https://app.anything.world/animation-rigging), export a GLTF and import it in Godot.

Right now we only have plugins for Unity and Unreal, so you would have to create your own controllers in Godot. But having the rigging/animation already gives you a good start!

And please, share the details of your game project with us, we love to support indie game devs!

Re: Show HN: Anything World – AI for 3D auto-rigging and animation

#26

Tangentially related but what's the name of the style that this website uses? I see it a lot recently. It's kind of retro-Y2K, it's got icons with big thick lines, lots of movement (spinning elements, tickers), a wide title font, background blurring on fixed elements and lots of gradients.

Hello! Thank you, glad you liked it! I'm from the AI Team but I already sent your question to our web dev team and they will answer to you pretty soon.

Re: Show HN: Anything World – AI for 3D auto-rigging and animation

#27

Tangentially related but what's the name of the style that this website uses? I see it a lot recently. It's kind of retro-Y2K, it's got icons with big thick lines, lots of movement (spinning elements, tickers), a wide title font, background blurring on fixed elements and lots of gradients.

I know what you mean, seen it a lot lately. It’s sort of a blend between modern white space-heavy hero-page style layout and Web 1.0 geocities chaos.

Dropbox Design is a good example:

https://dropbox.design/

Re: Show HN: Anything World – AI for 3D auto-rigging and animation

#29
post #9

I see you have unreal support and an unreal plugin. Does that mean you actually rig humans/humanoids to the specific unreal mannequin skeleton? I'm going to assume you don't since that would be more work, but regardless this looks very impressive.

Thank you so much! We rig and animate for a general skeleton, but we have Unity and Unreal plugins that add controllers to our 3D models to make it easy to add the behaviour you want.

I'm from the AI team, so my Unreal knowledge has a limit :-D But please, join our Discord at https://discord.gg/anythingworld and I'll be more than happy to connect you with one of our Unreal Engineers to give you more details.

Re: Show HN: Anything World – AI for 3D auto-rigging and animation

#30

Very impressive! I suspect I'm not alone among the HN crowd in being curious to know how this AI works; I presume it is some kind of ANN? It's clearly not perfect when compared to rigging and skinning by a skilled artist, but it's pretty good. As someone who has done a large amount of 3D computer graphics myself, I think one would need close to a year of experience to be able to consistently produce something as good…

I don't know how the rigging works, but the animation might follow some principles from learned motion matching https://www.ubisoft.com/en-us/studio/laforge/news/6xXL85Q3bF... I don't think it can handle arbitrary models, they likely have a library of bipedals and quadrapeds.

Hey! We can't share much what details of our ML pipeline for now but I can say that's a good guess :-) And you're right, we have bipeds, quadrupes, flying animals, vehicles, etc and we can actually handle any arbitrary model that belongs to one of those categories.

You can check our tool here at https://app.anything.world/animation-rigging

Post reply on HN