• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Next gen animation: Here it is.

This is exactly what I've been daydreaming about for years, and I always figured it'd be tough as shit and nobody would bother.

Amazing.
 
Tain said:
This is exactly what I've been daydreaming about for years, and I always figured it'd be tough as shit and nobody would bother.

Amazing.
you're probably still correct



tits
 
Tain said:
This is exactly what I've been daydreaming about for years, and I always figured it'd be tough as shit and nobody would bother.

Amazing.
I believe they used neural network technology to teach the humans how to get balanced and stuff and then just combined that with physics to create natural looking reactions. It's a really cool package and has been available for a couple of years now.
 
How it Works

Dynamic Motion Synthesis is based on Oxford University's research on the control of human and animal body motions. In essence, we build a physical, biomechanically-realistic model of a character (e.g. a human or a dinosaur), implant an appropriate brain structure (usually a neural network), and use optimisation techniques (such as artificial evolution) to create the desired adaptive behaviour.

The following video demonstrates how this works in practice. The example shown is a simple biped which learns how to walk using artificial evolution.

The process starts with random walkers, none of which can walk properly. The best ones (those that make at least one step without falling over) are allowed to produce offspring, which are again selected according to how far they walk. This selection is repeated over a number of generations. At the end of process the biped can walk without falling over.
http://naturalmotion.com/files/simplewalkevolution.mpg
 
The Endorphin technology is fucking incredible. I would love a copy of this to play with :D

BTW, I think some Tekken 5 motions were generated with Endorphin, but those were just for canned animation :(
 
fuckfuckfuckfuck.

I recently became a college student, Sho Nuff.

It's 4:30 AM.

I have class at 8:30.

Thanks, really.
 
This has been around for a little while. I remember looking at it about a year ago. Its god damn incredible. Still too much computation to use their algorithms in real time yet, maybe ps3, but its awesome for creating animations when you need something unique.
 
Pity this runs pretty poorly on both my machines.

There are pretty long pauses in the simulation. I mean, I'm sure it's demanding on my machine and all, but the whole program seems to lock up. Just seems sloppy.

There's no way to reduce simulation detail, is there?
 
Tain said:
Pity this runs pretty poorly on both my machines.

There are pretty long pauses in the simulation. I mean, I'm sure it's demanding on my machine and all, but the whole program seems to lock up. Just seems sloppy.

There's no way to reduce simulation detail, is there?

What are the specs on your machines? I had the exact same problem on my main computer, but then got around to reading the system requirements and noticed that I actually didn't even meet the minimum CPU or RAM requirements (1.7ghz and 512MB). I was planning on installing it on my laptop, which barely passes the minimums, but if the thing's still problematic on high-end systems, I won't bother.

It's funny, there hasn't been a PC game in years aside from maybe BF2 that's tempted me to want to upgrade my computer, but watching those ten videos on the site really makes me want to mess around with this program.
 
Well first, the requirements are kinda vague. Namely, 1.7 ghz with what kind of processor?

My desktop is an Athlon XP 3200+ (2.2 ghz?) with 1 gig of ram. This has less pauses than my Turion 1.6 ghz laptop with 512 ram. Then again, I've always wondered about benchmarking the two processors in the first place.
 
Click on the name to DOWNLOAD! Maybe they are gay but let's see you do better!

Endorphin rocks because it's VIRTUAL STUNTMAN TORTURE STUDIO and it's free for all!

BEHOLD THE TERROR OF THE DEATH DROP
punched54js.gif

punched44ch.gif


FLYING HEADBUTT! Complete with wrestling ring
punched35ju.gif


A dude gets punched through a BRICK WALL!!!!!!!!!

punched15sn.gif

punched25bk.gif
 
you can generate 3d anims - so for all our falls and reacts we used endorphin to generate cool looking physics with out actually using the physics engine.
 
Tain said:
Well first, the requirements are kinda vague. Namely, 1.7 ghz with what kind of processor?

Maybe I'm out of it, but I thought it didn't matter? As far as I ever knew, the only processors that would work with Windows where the speed measurement didn't mean the same was those new Centrino ones...

My desktop is an Athlon XP 3200+ (2.2 ghz?) with 1 gig of ram. This has less pauses than my Turion 1.6 ghz laptop with 512 ram. Then again, I've always wondered about benchmarking the two processors in the first place.

Yikes. Well, I'll probably try it out on the old laptop anyway....
 
dorio said:
Wow, that's incredible. Can anyone get it to run smoothly on their machine?

I have my A64 running @ 2.65 ghz (= to 4ghz Pentium) and while most of the demos involving one character were completely smooth, when it involved two or more characters directly interacting at the same time (like the tackle scene) there was a big drop, looked around 15 fps. Same deal with the Ageia demos involving a ton of different objects. These high end physics apps tend to eat general processors for lunch.

Cell to the rescue. :D
 
If this is what KK means when he rants about physics-based animation, then sign me up. That shit was f-ing sweet. :) I dloaded the demo, and I'll give it a shot later, but my 1.6GHz Centrino is already crying.

Oh yeah, I hope the Madden crew is paying attention here. There's more than enough fp power in the new consoles to make that level of interaction a reality. Maybe not for every player on the field, but certainly for the user-controlled player. PEACE.
 
Well, I installed the thing on my slightly-less-creaky-than-my-regular-computer laptop and it seems to run a bit better after a few tweaks.

Apparently there's an issue with some ATI cards that causes the thing to randomly pause during simulations. To fix this, go to Options-Display-View, and change the Threading Model to Single-Threaded. This makes the default "guy collapsing" simulation run completely smooth, even on my 2.4ghz/512/Radeon 7500 laptop. There's some slowdown when there's more intricate physics happening, but it's still better than the chugging.

Now, I need to figure out how to actually move the camera around.
 
Tain said:
Oh shit, you're my hero.

Runnin' nice now.

:)

I'm going through the included tutorials, and I can definitely see that this program is pretty intricate...

I wonder if there's an option to sort of pre-render the simulation so that it's just displaying the end result, not trying to calculate the physics and display the movement at the same time.

I can deal with a little studdering whenever two characters collide as long as there'd be a way to make it play smoothly after it's done.
 
Yeah, this is what I'm talking about in yesterday's thread with DMzcaf. I didn't know this demo was actually available for all. Saweet.
 
friscopete said:
you can generate 3d anims - so for all our falls and reacts we used endorphin to generate cool looking physics with out actually using the physics engine.

when people say next-gen they are referring to (at least I hope this is what they are talking about) using the Edorphin human algorithms in real time in the game to progmatically determine animations. Something which we dont' have the power for.
 
friscopete said:
that aint next-gen. we use it in the game we're developing on ps2 and xbox.

But for rendering animation and re-framing mo-cap, right? I think everybody here is looking for this to be placed inside a next-gen game for realtime Stuntman (as opposed to Ragdoll) animation. That's not being used in-game for anything yet, I'm assuming?

Videos from Endorphin made the rounds last year as well. Pretty awesome technology, especially if you're into it and watch how it jumps in and out of keyframes or mocap/handmade animation. I remember that Sony signed a deal with them a while ago.

flarkminator said:
when people say next-gen they are referring to (at least I hope this is what they are talking about) using the Edorphin human algorithms in real time in the game to progmatically determine animations. Something which we dont' have the power for.

I wonder what a compressed/lo-res realtime version of this would do, though. Ragdoll's problem was that characters couldn't get back up once they ragged because the animation couldn't be matched, and I know developers were looking into tackling that next -- that was two years or so ago now. You might not see perfectly accurate stuntman animation (ragdoll isn't that precise either), but now that it's doable, the next step is to find how many corners can be cut and how much scaling back can be done to make it work in realtime in a game environment. The thing about applying smarts to the realtime animation sequences seems good, and doable. NaturalMotion renders really quickly -- realtime, it says (although that's a hard sell even if you've seen the full example demo, and that doesn't include an interactive environment in the realtime scheme.) You really don't think that this kind of technology will be integrated into next-gen games? It's a logical next step, and the power doesn't seem that far out of reach (depending on how you scale it.)
 
hehe. IA64 = Intel's Itanium

EMT64 = Intel's extended 64-bit technology

Amd64 = Amd's x86-64 technology, which Intel made a functional copy of for EMT64

;)

Anyway, I don't think your A64@ 2.65ghz is equal to a p4 4ghz in everything.. I'd have to see a comparison before I'd digest that willingly :) (in this application, that is.. in gaming, I wouldn't be surprised if that was the case)
 
The punching through a brick wall was freaking awesome. Especially the little shout out the guy does afterwards :lol
 
Robobandit said:
Anyway, I don't think your A64@ 2.65ghz is equal to a p4 4ghz in everything.. I'd have to see a comparison before I'd digest that willingly :) (in this application, that is.. in gaming, I wouldn't be surprised if that was the case)

True enough, its just a rough estimate but clock for clock for a Venice core at that speed I think thats more than ball park. The point was its freakin' fast and even this app can make it chug a bit. :)

And gaming isn't the only thing A64 is good for you know. ;) Actually I'd think the shorter pipeline would have a clear advantage in a floating point heavy app like this. But not to turn this into a P4 vs. A64 debate...
 
Well, I put together my first scene. No matter what I try messing around with, my attempts at making something with this program always turn into "let's see what kind of damage I can inflict on the guy"...

Hopping around gone bad...

EDIT: Here it is in handy GIF form for those who don't have the program :)

Click.
 
titties1mg.gif


Forget the DoA girls' jiggle. Ain't no way tits that large move as stiffly as theirs. This is the kind of animation I want next gen! :D
 
Vlad said:
Well, I put together my first scene. No matter what I try messing around with, my attempts at making something with this program always turn into "let's see what kind of damage I can inflict on the guy"...

Hopping around gone bad...

EDIT: Here it is in handy GIF form for those who don't have the program :)

Click.

Awesome, awesome.

Where are you (or Sho) getting the keyframe animations from?

edit: ah, yeah, you can make them. Duh.
 
That was awesome. I'm sitting there watching him skip around, thinking "okay...", and then BAM. Sweet.
 
Tain said:
Awesome, awesome.

Where are you (or Sho) getting the keyframe animations from?

edit: ah, yeah, you can make them. Duh.

I wouldn't know how to make them... the program comes with a small assortment of them. Check out the tutorials in the program's help menu.. it tells you how to import .bvh files onto the characters.

Apparently you can also use Active Poses to make your own animations in the program, but I haven't learned enough about that just yet. On the program's forums, though, there's an awesome scene that the devs put together that shows the guy doing a jumping flip, but all they had to do was to determine a small amount of poses during the sequence, and the program made it so that the character achieved those poses.

That was awesome. I'm sitting there watching him skip around, thinking "okay...", and then BAM. Sweet.

Yeah, that was the idea :). I was initially going to have him just fall through the little bridge thing, but decided to go another direction.
 
Top Bottom