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Introducing Gen 2 spatial motion: 3D motion capture, full-body dynamics, joint torques, ground reaction forces, advanced motion retargeting, motion prediction. Works on AI video, phones, cinema cams, stadia. Launched at Movement Day, BAFTA London.

68,681 görüntüleme • 1 yıl önce •via X (Twitter)

11 Yorum

𝐙𝐞𝐧𝐠 💜 profil fotoğrafı
𝐙𝐞𝐧𝐠 💜1 yıl önce

Wow. This is next level!

OPEN profil fotoğrafı
OPEN1 yıl önce

Cinematic pedigree of the highest order meets innovative AAA gameplay in OP3N. Dive into the action by wishlisting on Epic Games TODAY!

Brett Stuart profil fotoğrafı
Brett Stuart1 yıl önce

Wonder Dynamics gunna get run for their money. Looking great!

K Slash profil fotoğrafı
K Slash1 yıl önce

Can we use this today?

HaloVFX profil fotoğrafı
HaloVFX1 yıl önce

Lets go!! Huge update

Madness Apex profil fotoğrafı
Madness Apex1 yıl önce

🤯

Kabooki AI profil fotoğrafı
Kabooki AI1 yıl önce

Looks great!

. profil fotoğrafı
.1 yıl önce

How can I use it?

Pupologic profil fotoğrafı
Pupologic1 yıl önce

Where and how can we use the Gen2?

Cr4zy3y3z profil fotoğrafı
Cr4zy3y3z1 yıl önce

Blender integration 😍

neoCortez profil fotoğrafı
neoCortez1 yıl önce

This is awesome. Can’t wait to test it out

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Alibaba presents MIMO Controllable Character Video Synthesis with Spatial Decomposed Modeling Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

AK

148,998 görüntüleme • 1 yıl önce

On Figma Motion, my demo & review. This is one of those updates that clicked swiftly into my workflow. Like in my 3D pipeline, using this stick shift animation, I emphasize hardware feedback with motion from Figma Motion. Assets are animated in Fig Motion and loaded into Blender as video textures for mesh and material control. It's advantageous since it is built into an ubiquitous ecosystem. A lot of work these days start in Figma even for someone like me that works outside the tool frequently. Can't over-emphasize my appreciation for the schema used to introduce motion to nearly all properties. Reminds me of how motion works in Blender - with better complexity management. Better than introducing more menus for those. Ease curves iD between keyframes is also an improvement over existing systems. Having spent some time on the tool, here are updates I'll like to see to Figma Motion. These are based on my immediate needs as at the time of working on this demo: • Using modifier keys (CMD, Shift, Ctrl) to jump / nudge across the timeline. E.g: holding down Shift key to make the playhead jump 100ms etc. • Jump to previous or next keyframe. • Better anchor point trails • Renaming layers from the timeline as well. • Editable custom bezier styles: after saving a style, I should be able to edit the curve - just as you can edit colour styles. • Enable transform on the timeline. I should be able to flip or scale keyframes. I hope to continue trying more ideas. Craft focused tools have had to take a backseat in recent times. Pleasing to see this come to light.

seyi

28,871 görüntüleme • 25 gün önce

🇨🇳 Another great Chinese Model, OmniHuman-1.5 from ByteDance Turns 1 image plus a voice track into expressive avatar video by pairing a System 1 and System 2 inspired planner with a Diffusion Transformer, Produces coherent motion for over 1 minute with moving camera and multi character scenes. Most avatar models move to the beat of the audio but miss meaning, so gestures feel generic and emotions feel shallow. The fix here is a Multimodal LLM planner that listens to the speech and drafts a structured plan describing intent, emotions, beats, and high level actions, which gives the motion engine clear semantic targets instead of only rhythm. The motion engine is a Multimodal Diffusion Transformer that fuses the plan with audio, the single reference image, and optional text prompts, then synthesizes continuous body, face, and head motion that matches both words and tone. A key trick is a Pseudo Last Frame, a synthetic target that summarizes the next expected state, which stabilizes fusion across modalities and keeps motion consistent over long spans. From just 1 image and speech, the system outputs speaking avatars with synchronized lips, context aware gestures, and continuous camera movement, and it also supports multi character interactions without manual choreography. Reported results show strong lip sync accuracy, high video quality, natural motion, and close match to text prompts, and the same setup works on nonhuman characters too.

Rohan Paul

63,859 görüntüleme • 10 ay önce