Meh, these guys are still stuck in the uncanny valley. Objects are often absolutely beautiful and realistic, but interactions between objects are ridiculous. Some of this is probably just "not enough processing power", but it is also due to where the rendering bumps up against the primitive controls. For example, you have a very realistic human. But then the human walks against an object, and she does this standard v…
> the human walks against an object, and she does this standard video game 0 mph duck-walk Is that really part of what uncanny valley represents now? I feel like we're moving the goal posts. Fifteen years ago the characters really could be uncanny and disturbing. I don't get that anymore. I feel like it's very close to real, but not real. However, it's in no way off-putting or weirdly creepy.
The Matrix Is Unreal
41–50 of 237 posts
Re: The Matrix Is Unreal
#42Re: The Matrix Is Unreal
#43Meh, these guys are still stuck in the uncanny valley. Objects are often absolutely beautiful and realistic, but interactions between objects are ridiculous. Some of this is probably just "not enough processing power", but it is also due to where the rendering bumps up against the primitive controls. For example, you have a very realistic human. But then the human walks against an object, and she does this standard v…
> the human walks against an object, and she does this standard video game 0 mph duck-walk Is that really part of what uncanny valley represents now? I feel like we're moving the goal posts. Fifteen years ago the characters really could be uncanny and disturbing. I don't get that anymore. I feel like it's very close to real, but not real. However, it's in no way off-putting or weirdly creepy.
Watching the demo, I find it very impressive. Still in the valley, they key word being "still" - I think they managed to get past the bottom and are now climbing up.
Re: The Matrix Is Unreal
#44I suspect they used this technology to make the movie, or parts of it. Why else would this be made?
Re: The Matrix Is Unreal
#45I know there are companies using virtual models to showcase clothing. Is replacing actors and actresses next? In some ways I don’t mind it, and decentralizing away from celebrity culture may even be a societal good. But I feel like some experiences are better off organic. Is there any point to appreciating - as an example - ballet performed by a virtual dancer with unrealistic athleticism? Will sports matter? Should…
Whatever… It’s just you’ll never be even expected to trust your own eyes anymore, unless you peer right into the real world.
Re: The Matrix Is Unreal
#46Re: The Matrix Is Unreal
#47Re: The Matrix Is Unreal
#48Meh, these guys are still stuck in the uncanny valley. Objects are often absolutely beautiful and realistic, but interactions between objects are ridiculous. Some of this is probably just "not enough processing power", but it is also due to where the rendering bumps up against the primitive controls. For example, you have a very realistic human. But then the human walks against an object, and she does this standard v…
"Even now people are confused, having watched the footage several times. “The first time you see the older Keanu that was a video shoot that we (Epic) filmed of him,” Pete explains. “After they come back after Morpheus that was all the CG versions. It was color corrected to match and look the same.” There is also one point where we see footage in the mirror this was real film footage that was comped in UE5. The first shot of Morpheus is also not CG, but then becomes CG when the young Thomas Anderson (Neo) appears. Even the desk scene at the beginning when Anderson is asleep was a real-time recreation of a scene from the original film."
Re: The Matrix Is Unreal
#49Re: The Matrix Is Unreal
#50Meh, these guys are still stuck in the uncanny valley. Objects are often absolutely beautiful and realistic, but interactions between objects are ridiculous. Some of this is probably just "not enough processing power", but it is also due to where the rendering bumps up against the primitive controls. For example, you have a very realistic human. But then the human walks against an object, and she does this standard v…
I feel like you could probably realistically represent "people don't just walk into walls" by having invisible walls around everything, at a sensible offset, and do some other tweaking - if I guide a character down a corridor at a weird angle, they should just sort of casually turn to mostly align with the direction of the corridor. There are probably many, many special cases that need to be exceptions to this and fi…
It's definitely possible to "not bash into walls"
You don't always need to have bespoke animations- sometimes keyframes and realistic constraints can get you there. I think Unity is working on a framework for natural human animation.