Human Motion Diffusion Model
21–30 of 32 posts
Re: Human Motion Diffusion Model
#22Could make for a very interesting control scheme for an adventure game.
Re: Human Motion Diffusion Model
#23Earlier quoted context omitted.
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
Re: Human Motion Diffusion Model
#24I 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…
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
#25Earlier 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…
Re: Human Motion Diffusion Model
#26Compare this model with how Jordan Mechner digitized human movement for his game Prince of Persia in the 80's:
Re: Human Motion Diffusion Model
#27Re: Human Motion Diffusion Model
#28Re: Human Motion Diffusion Model
#29Earlier 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…
Re: Human Motion Diffusion Model
#30I 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.