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Phase-Functioned Neural Networks for Character Control

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Thread replies: 21
Thread images: 2

File: iLpdojZ.png (94KB, 370x460px) Image search: [Google]
iLpdojZ.png
94KB, 370x460px
https://www.youtube.com/watch?v=Ul0Gilv5wvY

damm
>>
File: 1483831646443.webm (2MB, 1080x1080px) Image search: [Google]
1483831646443.webm
2MB, 1080x1080px
>>>/g/
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>>388735838
do we need realism in video games?
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>>388735902

having options are a good thing?
>>
>>388735838
How much processing does this require?
It looks good though
>>
>>388735838
This kind of fucking shitty lazy technology just makes all games more generic in the end, just like mocap put good animators at a disadvantage and ruined animation in games, this takes it even further.
>>
>>388735838
This sure will change everything.
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>>388735838
BLA BLA BLA BLA
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>>388735838
neat
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>>388737029
Butthurt soon-to-be jobless animator detected
>>
I didn't see any examples of props being used in tandem with floors. It all seems to be collision based on a new map that has to be optimized for however the level looks. This would seem impractical for any iterative-development cycles (aka: all development cycles) as it would need to be constantly updated and tested to make sure no errors occur.

looks nice, but would be difficult for any developer other than a AAA studio to utilize. Typically, AAA studios see implementation done by independent studios and copy their successes. It is unlikely for anyone other than a high-budget studio to utilize this software.
>>
>>388738643
I just don't want to see any more games looking like Mass Effect Andromeda, I'd prefer fucking Half Life animations to that phony mocap horseshit.
>>
Looks neat as fuck. Can't wait for Rockstar to start using it in their games..
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https://www.youtube.com/watch?v=qv6UVOQ0F44
>>
>>388737029
>>388738765
historically, the best looking animations have been motion captured by professionals and then tailored by animators afterwards

besides, i doubt anything like this would be put into a game before being touched up by animators. raw mocap is good for demos but not for features
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>>388737029
>lazy

Do you know what it takes to get a job working on games that would use this kind of technology? I promise these people dont get their weekends off.

If this shaves development time that time will be spent polishing something else. Its not like they sit around once something is finished.
>>
This is pretty cool, but what they don't seem to understand is that if you get some average joe doing motion capture, you get mediocre animations. I admit that the animation on that video looks realistic, but only as far as a normal person moving. Imagine a dumb motion capture actor doing gymnastics, or tacticool sequences, the end result is pure cringe. This is why the best games use traditional animations.
>>
Imagine spending the first 23 years of your life studying math and computer science, achieving perfect grades....

All to one day create a neural net for an animation path finding system for a pirate game

But I'm all seriousness it looks great
>>
Yeah that's kind of neat but if you read the paper you'll see that it's bugged beyond belief, it only works as a tech demo
>>
the jogging looked very unimpressive and indistinguishable from traditional animation but the walking looked a lot better.
>>
>>388740669
Yeah and the ground textures looked like ass
Thread posts: 21
Thread images: 2


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