Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on August 10, 2017, 01:59:01 pm
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A test of Phase-Functioned Neural Networks for character control over a variety of terrains. Description of the algorithm: Phase-Functioned Neural Networks for Character Control (http://theorangeduck.com/page/phase-functioned-neural-networks-character-control).
Implemented by one of our new colleagues, testing both the algorithm and him :)
https://www.youtube.com/watch?v=PAuB-uomZcE
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Amiral Nelson had too much drinks and went on an existential trip, listening 90's garage rock in his Ipod, roaming endlessly in the green pastures.
Seriously, impressive tech :)
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Great!!! :D
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Cool, and refreshing given our current choice of bipedal character. The mercenary is okay and all, but he's just... stiff.
I did peruse the comments of the YouTube video, and it looks like a current limitation is the ability of the character to perform actions not related to locomotion; i.e. picking up objects, swinging weapons, aiming firearms, etc. So I'd say it'd be a bit before we see this in action. Especially since using it would be tied down by a license.
Still, looks awesome.
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How did you get this to work? Can it be applied to off-the-shelf rigged character models?
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For that test we were using their character and animations, now we are trying to retarget the animations to our character but some part of the process mangles the data, so we are trying to figure out what's wrong. Seems it has some additional assumptions about the skeleton.
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If you ever manage to get it to work for your own character, perhaps it'll be possible to apply it to an off-the-shelf 3D rigged character model, such as this astronaut (https://www.blendswap.com/blends/view/73994) I am interested in using for my project.