[x3d-public] Story-to-Motion

GPU Group gpugroup at gmail.com
Thu Nov 23 05:32:55 PST 2023


The exporter options panel can / could / should have an option (bullets or
pulldown list) to export as a) OrientationInterpolators b) Motions, and
perhaps in the future c) MotionOrientation -- a proposed new node type that
would have an MFNode field for orientationInterpolators, MFString field for
joint names, and be a bridge between the two methods.

On Wed, Nov 22, 2023 at 9:27 PM John Carlson <yottzumm at gmail.com> wrote:

> Doug, if you need to re-enable HAnimMotion (motions) in the exporter, go
> ahead.  I couldn't get it working well, but we could take
> export_interpolators.py and redo export_bvh.py.
>
> John
>
> On Wed, Nov 22, 2023 at 9:36 PM GPU Group <gpugroup at gmail.com> wrote:
>
>> Looks interesting -- go for it.
>> And maybe some of the papers referenced might have some interesting
>> algorithms.
>> Relating to HAnim, could there be a HyperMotion node, and .motions
>> [Motion] would be the 'database of short animations' the article mentions,
>> and with any attributes needed added to the Motion node, for example 'name'
>> for a name lookup / matching of motion, a 'cycle duration' handy, distance
>> per cycle etc.
>> HyperMotion might compute or be programmed with a queue of (name,
>> location_target(x,y), duration(time)) tuples, and when it gets to a target,
>> it looks up the next motion 'name' from the .motions list, and does a
>> transition blending for a fraction of a second, between old and new motion.
>> But the story-to-motion or whatever else is generating the queue of
>> tuples - that's the part that looks either laborious pre-programmed, or
>> requires AI automation of some sort to generate the queue.
>> And what about collision avoidance with other animated characters and
>> static scene elements? What about switching to stair climbing animation
>> when over stairs and other scene-responsiveness?
>> Reminds me a bit of the Crowd Particles function map.
>>
>> https://freewrl.sourceforge.io/tests/40_Particle_systems/crowd/function_map.png
>>
>>
>> https://drive.google.com/file/d/1krC0k2CKZDuOGgzlyaFosrFbjFRO2qzx/view?usp=drive_link
>>
>> which could be done other ways such as function bounding boxes /
>> rectangles or as the paper suggested trajectory lines.
>> So HyperMotion might have children field with some sort of (zone,
>> function) tuple list it can use to switch between motions along a
>> trajectory.
>> -Doug
>>
>>
>> On Wed, Nov 22, 2023 at 7:36 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> Hot air:
>>>
>>> What may be more interesting to game developers is tracking many, many
>>> players in a game, and then producing NPCs based on traces capable of
>>> playing like humans.  It’s similar to “predict the next word” for popular
>>> AIs.   Then add reinforcement learning to improve successful NPCs.  This is
>>> where synthetic motion generation (ala Story-to-Motion) may come in handy
>>> instead of relying solely on humans for training data.  The question is,
>>> can story-to-motion provide enough creativity?
>>>
>>> On Wed, Nov 22, 2023 at 7:57 PM John Carlson <yottzumm at gmail.com> wrote:
>>>
>>>> Please let us know of supporting authoring systems and players.
>>>>
>>>> From what I can see of the video and paper, the Story-To-Motion is more
>>>> about position of the humanoid and rotation of joints.  If these are
>>>> “Group”ed by keyword, and smooth transitions are accomplished by chaining
>>>> animations, then some degree of automation can result.  If result numbers
>>>> are available in a potential tool like JAminate,  Blender or a text editor,
>>>> and accessible to human animators for optimization, all the better!
>>>>
>>>> I’m thinking more and more about parsing interpolators into JAminate,
>>>> which has been a goal.  Using JAminate or a spreadsheet, one could
>>>> potentially group key-fractions and keyValues, then output interpolators
>>>> and routes could be published in addition to chaining of moves with Boolean
>>>> Sequencers.
>>>>
>>>> John
>>>>
>>>> On Wed, Nov 22, 2023 at 7:18 PM Joe D Williams <joedwil at earthlink.net>
>>>> wrote:
>>>>
>>>>> It might be that the closest x3d going on with this is in web3d x3d
>>>>> HAnim WG facial animation standards-track. The facial mesh of various
>>>>> densities are organized into regions activated in certain sets to perform a
>>>>> certain expression.  So, standard keywords and parameter sets can activate
>>>>> standard related areas of the mesh to allow use of standardized animations
>>>>> as well as serve as a prime basis for the personalization of the Humanoid
>>>>> that you really want to do. This is not a quick and simple effort. It is
>>>>> very interesting, design-friendly, much simplified authoring, and much more
>>>>> standardizable and demonstratable at all levels of expression using the
>>>>> hanim displacer concept.
>>>>>
>>>>>
>>>>>
>>>>> Joe
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> -----Original Message-----
>>>>> From: John Carlson <yottzumm at gmail.com>
>>>>> Sent: Nov 21, 2023 3:19 PM
>>>>> To: Joe D Williams <joedwil at earthlink.net>, X3D Graphics public
>>>>> mailing list <x3d-public at web3d.org>
>>>>> Subject: Re: Story-to-Motion
>>>>>
>>>>>
>>>>> Here’s a better link i hope.
>>>>>
>>>>>
>>>>> https://arxiv.org/abs/2311.07446#:~:text=A%20new%20and%20challenging%20task,level%20control%20(motion%20semantics)
>>>>> .
>>>>>
>>>>> This should be a better link (added f):
>>>>>
>>>>> https://arxiv.org/pdf/2311.07446.pdf
>>>>>
>>>>> Apologies for multiple posts.
>>>>>
>>>>> John
>>>>>
>>>>> On Tue, Nov 21, 2023 at 5:08 PM John Carlson <yottzumm at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> https://arxiv.org/pdf/2311.07446.pd
>>>>>>
>>>>>> Has this research been peer-reviewed?
>>>>>>
>>>>>> It’s hard to read on my cell phone, I may get my computer and attempt
>>>>>> to read it.
>>>>>>
>>>>>> John
>>>>>>
>>>>>
>>>>>
>>>> _______________________________________________
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>>>
>>
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