Self Balanced Quadruped Adaptive to Body Shape Change
Here we show that how a self-balanced quadruped character simulated by DeepMotion Avatar adapts to dynamic body change. In this case we made his right rear leg 60% of the normal length. Without any adjustment to the balance and locomotion parameters the dog still limps around as best as he can. This demonstrates the potential of generating a large variety of physics-based animations by tweaking a small set of properties of the rig.
DeepMotion
http://www.deepmotion.com/
Leading artificial intelligence driven, physics-based animation to new heights.
Twitter: https://twitter.com/DeepMotionInc
Facebook: https://www.facebook.com/DeepMotionInc/
Видео Self Balanced Quadruped Adaptive to Body Shape Change канала DeepMotion
DeepMotion
http://www.deepmotion.com/
Leading artificial intelligence driven, physics-based animation to new heights.
Twitter: https://twitter.com/DeepMotionInc
Facebook: https://www.facebook.com/DeepMotionInc/
Видео Self Balanced Quadruped Adaptive to Body Shape Change канала DeepMotion
AI artificial intelligence deep learning machine learning animation physical intelligence gaming robotics games game development digital art game engine deep motion deepmotion ue4 unreal engine unity unity3d cryengine lumberyard skeletal physics rigid-body articulated softbody maya houdini max simulation plugin gamedev reinforcement learning procedural animation
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20 декабря 2017 г. 13:53:20
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