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by jokethrowaway 1324 days ago
character motion being the same old animations, just done/interpolated better

the only advancement I know of which got close to be implemented in games is https://github.com/sebastianstarke/AI4Animation (I think Sebastian worked with EA or some other big company at some point) - still haven't played anything using this though

2 comments

Your opinion here is highly ignorant.

There’s been tons of advancements on higher fidelity motion, better interaction , pose blending, constraint targeting, secondary motion, pose based deformation etc..

What a surface level take.

Firstly, we’ve been doing the “same old animations” for a very long time, and in most areas of content.

Secondly, they aren’t they same old animations, technologies to produce them are becoming higher precision, more efficient, and better in many ways.

Continuing on, the amount of work being poured into dynamic animation, IK, and the like is significant.

Various locomotion systems, including AI4Animation that you linked are becoming significant contributions. Though crazy you single that out as an exception, because it is also using the “same old animations” just a large unstructured set of them. But this work is a direct continuation of motion matching, which also works on large datasets of unstructured animations, and *has* shipped in quite a few titles, and is a very significant jump in how animation is done today.

And that’s just animation.

https://www.gdcvault.com/play/1023280/Motion-Matching-and-Th...