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Human Motion Diffusion Model

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Re: Human Motion Diffusion Model

#23
post #11
post #10

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Oh it's definitely impressive, I just couldn't help laughing.

Maybe this is the upside of the uncanny valley, doesn’t look exactly like a person, but it does look like a silly person! https://en.m.wikipedia.org/wiki/Uncanny_valley

Thought the same thing at first. Very silly indeed if you envision a boxer. On second thought, movements rather resemble those of a small child.

Re: Human Motion Diffusion Model

#24
post #5
post #2

I understand it's probably gonna get better and better, but the actual result made me laugh out loud. The skipping rope one was hilarious.

If you scroll down a bit there's a wireframe of the skeleton which is what's actually being animated, and you'll notice it's lacking in bones to define the fingers or even possibly hands. Hence why the hands maintain that weird pose throughout all examples. My gut says that the quality could be rapidly improved without changing the underlying design at all. The real issue with this, I think, is that motion capture fo…

So today the issue with traditional animations is that you get all humans have same height, same proportions, like for example in The sims games all adults have exactly same height though you have different body shapes. If you use mods to change height, or legs length then things no longer align, like siting on a chair. This means chairs, beds,tables, doors all have the same height.

Not sure if this diffusion is the answer but some smarter way to extrapolate existing animation to work with bodies and objects that are 10-20% different and look natural.

Re: Human Motion Diffusion Model

#25
post #5

Earlier quoted context omitted.

If you scroll down a bit there's a wireframe of the skeleton which is what's actually being animated, and you'll notice it's lacking in bones to define the fingers or even possibly hands. Hence why the hands maintain that weird pose throughout all examples. My gut says that the quality could be rapidly improved without changing the underlying design at all. The real issue with this, I think, is that motion capture fo…

I dunno, as an amateur animator and game developer this would be a huge help to me. I have a first gen Perception Neuron suit, I even wrote an addon for Blender that retargets the Neuron output for the Rigify rig. But it's cumbersome to put on and take off, and to operate, especially when working alone. While I'm in pretty good shape, there's heaps of movements (eg. martial arts, swordplay, firing/reloading a gun etc…

This is very informative, I never knew people "did this at home"

Re: Human Motion Diffusion Model

#29

Earlier quoted context omitted.

Quoted post unavailable.

Which image/video are you referring to? As far as I can tell, the colors are not used to represent race, but to convey different kinds of information. For example, in Figure 1 and 3 of the paper, the color indicates different points in time. In the video, the colors indicate different motion generation methods. I would not classify "orange", "blue" and "purple" as Caucasian, but if you want even more colors, you can…

To me, the four videos directly beneath the go to it website link are def not Black, Hispanic, Asian, or most other non-white races.

Re: Human Motion Diffusion Model

#30
Now that lighting and polygon counts and motion capture have become so crazy realistic in AAA games, I find it's actually motion (outside of cutscenes) that snaps me out of believability the most. RDR2 is the best I've ever seen, but boy there are still a lot of clunkers.

I never imagined ML or stable diffusion would be the answer here, but now I wonder if it will be? So much stable diffusion stuff has so far felt to me like just toys to play with, but modeling movement seems like it could make a gigantic difference in videogames and animation generally.

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