Conversation

i saw a video game tech demo in the 00s where they dynamically adapted and blended character animations so walk, run, jump and turn cycles would accurately match the terrain

actually looked better than most motion-captured cutscene animations in current video games

it’s been about 20 years but video game characters still can’t climb stairs or walk up slopes normally

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@mia i think hl alyx had a really good system for blending animations with leaning and stuff. Don't remember how that looked on stairs tho
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@snacks speaking of which, hl2 for a pretty long time was the only game that tried to make characters at least stand on the ground (snapped foot bones to nearest surface or smth)

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@mia even when characters actually stand on the ground walking animations still often look like they're just floating around because the planted foot moves. Walking is hard
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@snacks wonder what it would look like if animations were more like constraints and forces applied to ragdolls

maybe we should be putting more compute power into accurate kinematics before we start burning it on shit like path tracing

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@mia i was just thinking about bonelabs and boneworks and how they do exactly that lmao. Tho i was specifically thinking about how it happens to you, which feels really weird at first in vr
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@mia and when you get out again and your limbs actually obey you
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@mia wasnt there smthng about this in rainworld? but yeah the weird stuck up version of “realism” just gripped industry decisionmakers and wouldn’t let go since then huh

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@desea @mia rainworlds procedural animations are amazing yeah
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@snacks mocap but instead of wearing funny suits with balls for the cameras you’re wearing funny suits with electrodes and sensor fabric that measures its own elastic deformation

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@mia meta was working on really cool tech rhat just measures the nerve input to your muscles with surface eeg but thta never ended up in a real product
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@snacks meta wouldn’t be able to stop itself from monetizing that data

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@snacks the idea is ancient too. bunch of failed startups tried to pitch wristbands that would respond to hand gestures

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@snacks except nowadays there might actually be a small market for netrunner suits lol

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@snacks @mia I really hate VR inverse kinematics for this reason.
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@aetios @mia meelee combat in vr is complete ass without it tho
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@aetios @mia "why tf can i just open this door without my hand lagging behind my intent 20cm???"
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