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by MrLeap 782 days ago
If I were integrating this with a project, I'd use the AI generated bone transforms as solver targets for a semi-active ragdoll. The active ragdoll would give you things like "two guys in the crowd knock shoulders and lose their balance briefly" and help with blending transitions between animations.

If you want people to try and dodge, I guess make a component I'd add to some bones with a spherical trigger on their shoulders and pelvis and have them use boid/flocking style evasion, leave it to the physics solvers to try and recover from there. Throw some crowds into one another, keep cooking escalations until it the stew looks sufficiently not abominable.

1 comments

makes sense to transition between animations, shouldn't be hard to do