pauzii / AnimationAuthoring

Controlling AI-driven Quadruped Character in Unity.

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Animation Authoring for Neural Quadruped Controller

Paul Starke, Sebastian Starke, Taku Komura, Gerik Scheuermann, Daniel Wiegreffe. Bachelor Thesis 2020 University of Leipzig.

Controlling character via high-level control signal sequences is of high desire for game designers and storytelling tasks. This work continues the recent work on MANN (Mode-Adaptive Neural Networks) for character control by the ability to carry out desired motion action types at a specified time or position using an interactive user-system. The system allows an offline control for different quadruped character movements, such as locomotion and stylizations thereof, sneaking, eating, and hydrating has been created. Additionally, this work proposes a new dataset which aims to enhance synthetic motions when trained jointly with motion capture data. The approach is based on manipulating postures using inverse kinematics.

- Video - Dataset - Windows Demo - Linux Demo - Mac Demo - ReadMe -

Copyright Information

The motion capture data is available only under the terms of the Attribution-NonCommercial 4.0 International(CC BY-NC 4.0) license.

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Controlling AI-driven Quadruped Character in Unity.


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Language:C# 73.5%Language:HLSL 15.9%Language:ShaderLab 8.2%Language:Python 2.4%